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  • World to Pixel Transformation

    - by D00d
    My objects have a location in world coordinates (basically 1.0f is a meter). If I simply draw my objects using their world coordinates, each meter will correspond to a pixel. Obviously that's not what I want. Now, I don't want to have to apply a transformation to each and every object's position when I draw them. As I happen to be using XNA, and spritebatch allows a Matrix to be passed in as an argument in it's begin method, I was wondering if there is a way to pass the World to Pixel transformation in there. Any suggestions? So far Matrix.CreateScale(new Vector3(zoom, zoom, 1)) puts the objects in their proper spot, but it also scales up the sprites. Is there a way to transform the position without enlarging the sprite? Thanks

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  • 301 redirect to 404 page?

    - by Kristian
    Currently i'm migrating www. prefix from my urls and use htaccess to do the job. Since we have new software and cleaned database some of the old urls doesnt exists anymore. Therefore some requests redirect to 404 page. 1. www.domain.com/old-page # htaccess redirect to non-www url, 301 2. domain.com/old-page # page does not exists, 404 Does this method have any SEO issues, or even affect pagerank? Or should i check the page existence before redirecting and show 404 without redirect?

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  • Better way for calculating project euler's 2nd problem Fibonacci sequence)

    - by firephil
    object Problem_2 extends App { def fibLoop():Long = { var x = 1L var y = 2L var sum = 0L var swap = 0L while(x < 4000000) { if(x % 2 ==0) sum +=x swap = x x = y y = swap + x } sum } def fib:Int = { lazy val fs: Stream[Int] = 0 #:: 1 #:: fs.zip(fs.tail).map(p => p._1 + p._2) fs.view.takeWhile(_ <= 4000000).filter(_ % 2 == 0).sum } val t1 = System.nanoTime() val res = fibLoop val t2 = (System.nanoTime() - t1 )/1000 println(s"The result is: $res time taken $t2 ms ") } Is there a better functional way for calculating the fibonaci sequence and taking the sum of the the even values below 4million ? (projecteuler.net - problem 2) The imperative method is 1000x faster ?

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  • How do I best remove an entity from my game loop when it is dead?

    - by Iain
    Ok so I have a big list of all my entities which I loop through and update. In AS3 I can store this as an Array (dynamic length, untyped), a Vector (typed) or a linked list (not native). At the moment I'm using Array but I plan to change to Vector or linked list if it is faster. Anyway, my question, when an Entity is destroyed, how should I remove it from the list? I could null its position, splice it out or just set a flag on it to say "skip over me, I'm dead." I'm pooling my entities, so an Entity that is dead is quite likely to be alive again at some point. For each type of collection what is my best strategy, and which combination of collection type and removal method will work best?

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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  • What are the differences between programming languages? [closed]

    - by Omega
    Once upon a time, I heard from someone the only difference between programming languages is the syntax I wanted to deny it - to say that there are other fundamental aspects that truly set a language apart from others than just syntax. But I couldn't... So, can you? Whenever I search Google for something like "differences between programming languages", the results tend to be debates between two specific languages (I'd like something more general) - however, some of the aspects that people seemed to debate the most were: Object-Oriented Method/Operator overloading (I actually see this rather related to syntax) Garbage-Collection (While it seems like a good difference, for some reason it doesn't seem that "fundamental") What important aspects other than syntax can you think of?

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  • Java getResourceAsStream as local resource

    - by Dajgoro Labinac
    Before using LWJGL, I used the Graphic method, and there I displayed imageicons, and I had the picture file located in the resources. I used: ImageIcon tcard = new ImageIcon(this.getClass().getResource("RCA.png")); to load the image. Now when I load textures in LWJGL, I have to use absolute paths to locate the file: tcard = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("C:/RCA.png")); I tried Googling, but I didn't find anything helpful. How can I load the image from the local resources like in the first example?

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  • Results stored in a session - good idea?

    - by Nick
    To give a bit of background, lets say it's a generic results page, which is paginated so there are X results per page. Generally to do this, I have two queries on the page: to get the total number of results to get the results, limiting by the correct page's resultset However, recently I've been trying to cut down on the queries the site is making, and I thought one way to do this would be to only do the query if any parameters to the page have changed (except of course the page number)? This would then cache all the result id's in a session, which can be sliced when I need to return the correct resultset for that page. I was trying to look around the net to see if there are downsides of this method, but I've found very little information about it. Has anyone done this before? Is it a good idea?

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  • Adding a short delay between bullets

    - by Sun
    I'm having some trouble simulating bullets in my 2D shooter. I want similar mechanics to Megaman, where the user can hold down the shoot button and a continues stream of bullets are fired but with a slight delay. Currently, when the user fires a bullet in my game a get an almost laser like effect. Below is a screen shot of some bullets being fired while running and jumping. In my update method I have the following: if(gc.getInput().isKeyDown(Input.KEY_SPACE) ){ bullets.add(new Bullet(player.getPos().getX() + 30,player.getPos().getY() + 17)); } Then I simply iterate through the array list increasing its x value on each update. Moreover, pressing the shoot button (Space bar) creates multiple bullets instead of just creating one even though I am adding only one new bullet to my array list. What would be the best way to solve this problem?

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  • How do I POST XML generated to a URL in C#

    - by user2922687
    Hi guys an new to C# and i need help, am trying to send XML generated to a URL, I keep getting error with HttpWebResponse. This is my code. //POST to URL var httpRequest = (HttpWebRequest)WebRequest.Create("http://xxx.xxx.xxx.xxx:8000"); httpRequest.Method = "POST"; httpRequest.ContentType = "text/xml; charset=utf-8"; httpRequest.ProtocolVersion = HttpVersion.Version11; //Set appropriate headers var xmlWriterSettings = new XmlWriterSettings { NewLineHandling = NewLineHandling.None, Encoding = Encoding.ASCII }; using (var requestStream = httpRequest.GetRequestStream()) { xmlDoc.Save(requestStream); } using (var response = (HttpWebResponse)httpRequest.GetResponse()) using (var responseStream = response.GetResponseStream()) { // Response Code to see if the request was successful var responseXml = new XmlDocument(); responseXml.Load(responseStream); using (var repp = XmlWriter.Create("response.xml")) { responseXml.Save(repp); } }

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  • how to avoid or minimise use of check/conditional statement?

    - by Muneeb Nasir
    I have scenario, where i got stream and i need to check for some value. if i got my any new value i have to store it in any of data structure. well it seems very easy, i can place conditional statement if-else or can use contain method of set/map to check either received is new or not. but the problem is checking will effect my application performance, in stream i'll receive hundreds for value in second, if i start checking each and every value i received than for sure it effect performance. Any body can suggest me any mechanism or algorithm that solve my issue. either by bypassing checks or atleast minimize them?

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  • How do I draw a texture to a MSTerrain object?

    - by Brad
    I'm using Farseer to make a game in XNA and I can't seem to figure this out. I've decided to use MSTerrain for making my game's terrain because I wanted destructible terrain and MSTerrain seemed like the best bet. Unfortunately, I'm stumped on how to actually show the terrain. When I generate the terrain it's visible in debug view, but MSTerrain does not have a Draw method, so I'm wondering how it is supposed to be drawn to the screen? Is it worth pursuing? I'm starting to think that MSTerrain is more trouble than it's worth, is there another better way to do this with bodies?

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  • Figuring out the Call chain

    - by BDotA
    Let's say I have an assemblyA that has a method which creates an instance of assemblyB and calls its MethodFoo(). Now assemblyB also creates an instance of assemblyC and calls MethodFoo(). So no matter if I start with assemblyB in the code flow or with assemlyA, at the end we are calling that MethodFoo of AssemblyC(). My question is when I am in the MethodFoo() how can I know who has called me? Has it been a call originally from assemblyA or was it from assemlyB? Is there any design pattern or a good OO way of solving this?

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  • What is this called?

    - by robertlewis2001
    I'm hoping there's a book or something out there for me to get... If I have a class that has Collection as an instance variable, what is that method of coding called? A design pattern? If so, where can I find more information on it? As I've been working with this mentor, he's really helped me understand my programming weakness and that weakness is thinking in terms of collections or relationships between objects. It just seems so difficult for me right now and I need to read to become smarter. My mentor is a great guy, but he gets frustrated when I start asking lots of questions, so I'm starting to feel like I need to learn more on my own. public class Evaluation { private List<Criterion> criterion = null; public Evaluation() { criterion = new List<Criterion>(); } }

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  • Is it only possible to display 64k vertices on the monitor with 16bit?

    - by Aufziehvogel
    I did the first 3D tutorial over at riemers.net and stumbled upon that my graphic card only supports Shader 2.0 (Reach profile in XNA) which means I can only use Int16 to store the indices (triangle to vertex). This means that I can only store 2^16 = 65536 vertices. Also I read on the internet that you should prefer 16-bit over 32-bit because not all hardware (like mine) does support 32-bit. Yet, I am wondering: Do really all game scenes get along with only so little vertices? I though already faces of people used a lot of polygons (which are made up of vertices?). It’s not relevant for me yet, but I am interested: Do game scenes use only 65536 vertices? Do you use some trade-off to display more (e.g. 64k in GPU buffer rest on RAM) Is there some method to get more into the GPU buffer? I already read on some other posts that there seems to be a limit of 64k per mesh too, so maybe you can compact stuff to meshes?

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  • How to flag a class as under development in Java

    - by Usavich
    I'm working on a internship project, but I have to leave before I can finish up everything. I have 1 class that is not stable enough for production use. I want to mark/flag this class so that other people will not accidentally use it in production. I have already put the notice in Javadoc, but that doesn't seem enough. Some compiler error or warning would be better. The code is organized like this: [Package] | company.foo.bar.myproject |-- Class1.java |-- Class2.java |-- Class3.java <--(not stable) If there was a single factory class that calls those classes in public methods, I could have set the method to class3 as private. However the API is NOT exposed that way. Users will directly use those class, e.g. new Class1();, but I can't make a top-level class private. What's the best practice to deal with this situation?

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  • I need advice on creating animal 3D walk cycles in XNA

    - by Zetar
    I want to purchase a number of 3D models from TurboSquid and animate them in an XNA game. I wrote a lot of games from 1985-1999 and have recently become involved with XNA. Now I would like to port one of my old games to the XBOX. I do have a background in 3D animation; but that was years ago. What is the current method for animating a walk cycle with a 3D model and using it inside XNA? Is there a book, software or a tutorial that you can recommend? Thanks in advance and sorry for such a broad and currently naive question.

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  • Personalized URL with pre-populated data

    - by AttackingHobo
    I think I am going to use Google spreadsheets and an embedded form. I see that it is possible to pre-populate the fields with URL parameters. So I think I just need a way to redirect with the correct data from a database when a user goes to their Personalized URL. I have no idea how to do the second part. Or if it is even the best way to do it. How do I set up Personalized URLS? How do I redirect from those URLS to the spreadsheets? Is this even the best method for pre-filled forms?

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  • Language-independent sources on 2D collision detection [on hold]

    - by Phazyck
    While making a Pong clone with a friend, we had to implement some 2D collision detection. For research purposes, my friend dug up a book called "AdvancED Game Design with Flash" by Rex Van Der Spuy. This book was clearly targeted at implementing 2D collision detection in ActionScript, and I also have some problems with how the concepts are presented, e.g. presenting one method as better than another, without explaining that decision. Can anyone recommend some good material on 2D collision detection? I'd prefer it if it kept the implementation details as language-independent as possible, e.g. by implementing the concepts in pseudo-code. Language-specific materials are not completely unwelcome though, though I'd prefer those to be in either Java, C#, F# or Python or similar languages, as those are the ones I'm most familiar with. :-) Lastly, is there perhaps widely known and used book on collision detection that most people should know about, like a 'the book on 2D collision detection'?

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  • Detecting pixels in a rotated Texture2D in XNA?

    - by PugWrath
    I know things similar to this have been posted, but I'm still trying to find a good solution... I'm drawing Texture2D objects on the ground in my game, and for Mouse-Over or targeting methods, I'm detecting whether or not the pixel in that Texture at the mouse position is Color.Transparent. This works perfectly when I do not rotate the texture, but I'd like to be able to rotate textures to add realism/variety. However, I either need to create a new Texture2D that is rotated at the correct angle so that I can detect its pixels, or I need to find some other method of detection... Any thoughts?

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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • Where should a programmer explain the extended logic behind the code?

    - by SRKX
    I have developed a few quantitative libraries in C# where it is important to understand not only the classic information that goes with the XMLDoc comments (which contains basic information with the method signature) but also the mathematical formulas being use within the methods. Hence I would like to be able to include extended documentation with the code, which could contain, for example Latex formulas, graphs, and so on. Do you think such information should be included in the API documentation? Or should it be included in a dev blog for examples? Are there common tools that are usually used for this kind of purposes?

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  • Dump an arbitrary object To Html String

    - by Michael Freidgeim
    For debugging purposes me and my collegue wanted to dump details of the arbitrary object, and created function that uses LINQPad Dump functionality (thanks to http://stackoverflow.com/a/6035014/52277 and original http://linqpad.uservoice.com/forums/18302-linqpad-feature-suggestions/suggestions/447166-make-dump-extension-method-available-in-visual-s discussion)    public static string DumpToHtmlString<T>(this T objectToSerialize)        {            string strHTML = "";            try            {                var writer = LINQPad.Util.CreateXhtmlWriter(true);                writer.Write(objectToSerialize);                strHTML = writer.ToString();            }            catch (Exception exc)            {                Debug.Assert(false, "Investigate why ?" + exc);            }            return strHTML;        }You will need to add the linqpad executable as a reference in your project.TO DO similar in plain text ,look at https://github.com/ServiceStack/ServiceStack.Text StringExtensions , e.g. JsonSerializer/CsvSerializer or http://objectdumper.codeplex.com/

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  • What Design Pattern is seperating transform converters

    - by RevMoon
    For converting a Java object model into XML I am using the following design: For different types of objects (e.g. primitive types, collections, null, etc.) I define each its own converter, which acts appropriate with respect to the given type. This way it can easily extended without adding code to a huge if-else-then construct. The converters are chosen by a method which tests whether the object is convertable at all and by using a priority ordering. The priority ordering is important so let's say a List is not converted by the POJO converter, even though it is convertable as such it would be more appropriate to use the collection converter. What design pattern is that? I can only think of a similarity to the command pattern.

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