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  • Empty R environment becomes large file when saved

    - by user1052019
    I'm getting behaviour I don't understand when saving environments. The code below demonstrates the problem. I would have expected the two files (far-too-big.RData, and right-size.RData) to be the same size, and also very small because the environments they contain are empty. In fact, far-too-big.R ends up the same size as bigfile.RData. I get the same results using 2.14.1 and 2.15.2, both on WinXP 5.1 SP3. Can anyone explain why this is happening? Thanks. a <- matrix(runif(1000000, 0, 1), ncol=1000) save(a, file="c:/temp/bigfile.RData") test <- function() { load("c:/temp/bigfile.RData") test <- new.env() save(test, file="c:/temp/far-too-big.RData") test1 <- new.env(parent=globalenv()) save(test1, file="c:/temp/right-size.RData") } test()

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  • Noob question: Draw a quad parallel to the view.

    - by Jack
    Hi all, ok what I want to do is to draw a quad in the scene that lays on a plane parallel to the view. So it should appear flat. More in particular, I think I didn't get very well how the mechanism of gluLookAt works in comparison with the functions glTranslate and glRotate: If I position the view "manually" using the functions glTranslate and glRotate whenever I draw an object its position is relative to the current view. And I understand that this is due to the transformation matrix in the stack. However when I use the gluLookAt that should automatically set the view, the coordinates of the object I want to draw must be "absolute" to show it properly. Thanks in advance.

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  • Calculate time taken by each cpp file to compile in VS2005?

    - by Rajiv Podar
    Hi Guys, I am writing a tool which can be used to make the matrix for the current performance of the project. For that I required to get the time taken by each file to get compiled. I tried with the following option but didn't succeed :( Tools-Options-Proejcts & Solutions - VC++ Project Settings - Build Timing- Yes From the above option I am able to get the whole time taken to build the solution but my problem is to get for each one. I am using VS2005 So anyone is having any idea then pls revert back ASAP....

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  • apply function using expand.grid in R

    - by kolonel
    I have two vectors x and y. I create a grid using the following function: v = expand.grid(x, y) I have a function defined as follows N <- function(a, b , dat){ m = ncol(Filter(function(z) a*max(z)*min(z) < b , dat[1:ncol(dat)])) return(m) } and then I need to maximize N over a grid of x,y: Maximize <- function(x , y ,dat){ v = as.matrix(expand.grid(x,y)) # Here is where I want to map the values of v and get the maximum element and # get the tuple in v that maximized N temp1 <- max(apply(v , 1 , N(v[[1]] , v[[2]] , dat))) } Thanks

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  • OpenGL ES perspective projection

    - by TimeManx
    I'm having a hard time understanding how glFrustum & gluPerspective work. I understand the concept of perspective projection but the functions aren't behaving how I expect them to. For example, if I set the frustum this way glFrustumf(0, 10, 0, 10, 1, 100) and have a rectangle at points 0, 0, 1, 0, 10, 1, 10, 10, 1, 10, 0, 1 then the rectangle is drawn with its left edge at -5 & right edge at 5, so the left half of the rectangle isn't visible. And if x is translated, I'd expect y to be too. But that doesn't happen either. In whatever examples I've seen, the coordinates for the projection matrix are taken as glFrustumf(-10, 10, -10, 10, 1, 100) but either way, whatever part is shown should be dependent on the rectangle's coordinates, right?

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  • Speed of interpolation algorithms, C# and C++ working together.

    - by Kaminari
    Hello. I need fast implementation of popular interpolation algorithms. I figured it out that C# in such simple algorithms will be much slower than C++ so i think of writing some native code and using it in my C# GUI. First of all i run some tests and few operations on 1024x1024x3 matrix took 32ms in C# and 4ms in C++ and that's what i basicly need. Interpolation however is not a good word because i need them only for downscaling. But the question is: Will it be faster than C# methods in Drawing2D Image outputImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb); Graphics grPhoto = Graphics.FromImage(outputImage); grPhoto.InterpolationMode = InterpolationMode.*; //all of them grPhoto.DrawImage(bmp, new Rectangle(0, 0, destWidth, destHeight), Rectangle(0, 0, sourceWidth, sourceHeight), GraphicsUnit.Pixel); grPhoto.Dispose(); Some of these method run in 20ms and some in 80. Is there a way to do it faster?

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  • inputMismatchException Java reading doubles from plain text file

    - by user939287
    Using double variable = inputFile.nextDouble(); Gives the mismatch error and I can't figure out why... Anyone know what's up? The input file is just a bunch of doubles like 5.0... Okay here is the code snippet String fileName; Scanner scanner = new Scanner(System.in); System.out.println("\nEnter file name that contains the matrix and vector: "); fileName = scanner.nextLine(); Scanner inputFile = new Scanner(fileName); double a1 = inputFile.nextDouble(); the input file is a plain text document .txt in this format 5.0 4.0 -3.0 4.0 2.0 5.0 6.0 5.0 -2.0 -13.0 4.0 12.0 I don't understand why it wouldn't take those as doubles... As far as what its expecting the format of the file to be... I suppose binary? isn't that the default? I didn't specify in the code...

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  • Towards HEATMAP representation - R -

    - by user3710390
    I am trying to plot a simple heatmap of some data distribution in R. My data = matrix (5000 x3( Time , Complexity, Localisation )). Time ( 0- 7000) Cmplx (0-4) Localisation (1-15). i.e Time Cmplx Localisation 567 3 1 54 0 2 345 3 12 567 4 12 345 2 9 989 4 7 ... ... ... The idea is to plot the Time in relation to each Cmplx and each Localisation (Something like accumarray in mathlab) Have someone an idea? Thanks in advance, Guillon_

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  • I just don't get why there is a glMatrixMode in OpenGL

    - by René Nyffenegger
    I just don't understand what OpenGL's glMatrixMode is for. As far as I can see, when glMatrixMode(GL_MODELVIEW) is called, it is followed by glVertex, glTranslate, glRotate and the like, that is, OpenGL commands that place some objects somewhere in the space. On the other hand, if glOrtho or glFrustum or gluProjection is called (ie how the placed objects are rendered), it has a preceeding call of glMatrixMode(GL_PROJECTION). I guess what I have written so far is an assumption on which someone will prove me wrong, but is not the point of using different *Matrix Mode*s exactly because there are different kinds of gl-functions: those concerned with placing objects and those with how the objects are rendered? So, if someone could shed some light on this issue, I'd certainly appreciate it.

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  • Why use third-party vector libraries at all?

    - by Patrick Powns
    So I'm thinking of using the Eigen matrix library for a project I'm doing (2D space simulator). I just went ahead and profiled some code with Eigen::Vector2d, and with bare arrays. I noticed a 10x improvement in assigning values to elements in the array, and a 40x improvement in calculating the dot products. Here is my profiling if you want to check it out, basically it's ~4.065s against ~0.110s. Obviously bare arrays are much more efficient at dot products and assigning stuff. So why use the Eigen library (or any other library, Eigen just seemed the fastest)? Is it stability? Complicated maths that would be hard to code by yourself efficiently?

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  • Skip reading strings in matlab

    - by Paul
    Is there is easy command in matlab which prevents program from crashing when it reads characters? I use xlsread to read a (20 400) matrix data , the first row and column get disregarded as they have headers, so that: data = xlsread ( ' C:\file.xls') results in data with a size of (19 399). I have a problem, some cells have missing data and it's written ' missing' and on some data sets i have headers reappear in middle. Is there a way to skip these characters without the program crashing and me having to open the file in excel and deleting those fields? Thanks

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  • Lightning talk: Coderetreat

    - by Michael Williamson
    In the spirit of trying to encourage more deliberate practice amongst coders in Red Gate, Lauri Pesonen had the idea of running a coderetreat in Red Gate. Lauri and I ran the first one a few weeks ago: given that neither of us hadn’t even been to a coderetreat before, let alone run one, I think it turned out quite well. The participants gave positive feedback, saying that they enjoyed the day, wrote some thought-provoking code and would do it again. Sam Blackburn was one of the attendees, and gave a lightning talk to the other developers in one of our regular lightning talk sessions: In case you can’t watch the video, I’ve transcribed the talk below, although I’d recommend watching the video if you can — I didn’t have much time to do the transcribing! So, what is a coderetreat? So it’s not just something in Red Gate, there’s a website and everything, although it’s not a very big website. It calls itself a community network. The basic ideas behind coderetreat are: you’ve got one day, and you split it into one hour sections. You spend three quarters of that coding, and do a little retrospective at the end. You’re supposed to start fresh each, we were told to delete our code after every session. We were in pairs, swapping after each session, and we did the same task every time. In fact, Conway’s Game of Life is the only task mentioned anywhere that I find for coderetreat. So I don’t know what we’ll do next time, or if we’re meant to do the same thing again. There are some guiding principles which felt to us like restrictions, that you have to code in crazy ways to encourage better code. Final thing is that it’s supposed to be free for outsiders to join. It’s meant to be a kind of networking thing, where you link up with people from other companies. We had a pilot day with Michael and Lauri. Since it was basically the first time any of us had done anything like this, everybody was from Red Gate. We didn’t chat to anybody else for the initial one. The task was Conway’s Game of Life, which most of you have probably heard of it, all but one of us knew about it when did the coderetreat. I won’t got into the details of what it is, but it felt like the right size of task, basically one or two groups actually produced something working by the end of the day, and of course that doesn’t mean it’s necessarily a day’s work to produce that because we were starting again every hour. The task really drives you more than trying to create good code, I found. It was really tempting to try and get it working rather than stick to the rules. But it’s really good to stop and try again because there are so many what-ifs when you’ve finished writing something, “what if I’d done it this way?”. You can answer all those questions at a coderetreat because it’s not about getting a product out the door, it’s about learning and playing with ideas. So we had all these different practices we were trying. I’ll try and go through most of these. Single responsibility is this idea that everything should do just one thing. It was the very first session, we were still trying to figure out how do you go about the Game of Life? So by the end of forty-five minutes hadn’t produced very much for that first session. We were still thinking, “Do we start with a board, how do we represent all these squares? It can be infinitely big, help, this is getting really difficult!”. So, most of us didn’t really get anywhere on the first one. Although it was interesting that some people started with the board, one group started with the FateDecider class that decides whether things live or die. A sort of god class, but in a good way. They managed to implement all of the rules without even defining how the squares were arranged or anything like that. Another thing we tried was TDD (test-driven development). I’m sure most of you know what TDD is: Watch a test, watch it fail for the right reason Write code to pass the test, watch it pass Refactor, check the test still passes Repeat! It basically worked, we were able to produce code, but we often found the tests defined the direction that code went, which is obviously the idea of TDD. But you tend to find that by the time you’ve even written your first assertion, which is supposed to be the very first thing you write, because you write your tests backwards from the assertions back to the initial conditions, you’ve already constrained the logic of the code in some way by the time you’ve done that. You then get to this situation of, “Well, we actually want to go in a slightly different direction. Can we do this?”. Can we write tests that don’t constrain the architecture? Wrapping up all primitives: it’s kind of turtles all the way down. We had a Size, which has a Width and Height, which both derive from Dimension. You’ve got pages of code before you’ve even done anything. No getters and setters (use tell don’t ask instead): mocks and stubs for tests are required if you want to assert that your results are what you think they should be. You can’t just check the internal state of the code. And people found that really challenging and it made them think in a different way which I think is really good. Not having mutable state: that was kind of confusing because we weren’t quite sure what fitted within that rule and what didn’t, and I think we were trying too hard to follow the rule rather than the guideline. No if-statements: supposed to use polymorphism instead, but polymorphism still requires a factory with conditional behaviour. We did something really crazy to get around this: public T If(bool condition, Func<T> left, Func<T> right) { var dict = new Dictionary<bool, Func<T>> {{true, left}, {false, right}}; return dict[condition].Invoke(); } That is not really polymorphism, is it? For-loops: you can always replace a for-loop with recursion, but it doesn’t tend to make it any more readable unless it’s the kind of task that really lends itself to that. So it was interesting, it was good practice, but it wouldn’t make it easier it’s the kind of tree-structure algorithm where that would help. Having a limit on the number of levels of indentation: again, I think it does produce very nice, clean code, but it wasn’t actually a challenge because you just extract methods. That’s quite a useful thing because you can apply that to real code and say, “Okay, should this method really be going crazy like this?” No talking: we hated that. It’s like there’s two of you at a computer, and one of you is doing the typing, what does the other guy do if they’re not allowed to talk. The answer is TDD ping-pong – one person writes the tests, and then the other person writes the code to pass the test. And that creates communication without actually having to have discussion about things which is kind of cool. No code comments: just makes no difference to anything. It’s a forty-five minute exercise, so what are you going to put comments in code for? Finally, this is my fault. I discovered an entertaining way of doing the calculation that was kind of cool (using convolutions over the state of the board). Unfortunately, it turns out to be really hard to implement in C#, so didn’t even manage to work out how to do that convolution in C#. It’s trivial in some high-level languages, but you need something matrix-orientated for it to really work. That’s most of it, really. The thoughts that people went away with: we put down our answers to questions like “What have you learnt?” and “What surprised you?”, “How are you going to do things differently?”, and most people said redoing the problem is really, really good for understanding it properly. People hate having a massive legacy codebase that they can’t change, so being able to attack something three different ways in an environment where the end-product isn’t important: that’s something people really enjoyed. Pair-programming: also people said that they wanted to do more of that, especially with TDD ping-pong, where you write the test and somebody else writes the code. Various people thought different things about immutables, but most people thought they were good, they promote functional programming. And TDD people found really hard. “Tell, don’t ask” people found really, really hard and really, really, really hard to do well. And the recursion just made things trickier to debug. But most people agreed that coderetreats are really cool, and we should do more of them.

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  • An Open Letter from Lyle Ekdahl, Group Vice President and General Manager, Oracle's JD Edwards

    - by Brian Dayton
    From Lyle Ekdahl, Group Vice President and General Manager, Oracle's JD Edwards As you may have heard, we recently announced some changes to the way Oracle will offer licensing of technology products with JD Edwards EnterpriseOne. Specifically, we have withdrawn from new sales the product known as JD Edwards EnterpriseOne Technology Foundation ("Blue Stack"). Our motivation for this change is simply to streamline licensing for our customers. Going forward, customers will license Oracle products from Oracle and IBM products from IBM. Customers who are currently licensed for Technology Foundation will continue to receive support--unchanged--through September 30, 2016. This announcement affects how customers license these IBM products; it does not affect Oracle's certification roadmap for IBM products with JD Edwards EnterpriseOne. Customers who are currently running their JD Edwards EnterpriseOne infrastructure using IBM platform components can continue to do so regardless of whether they license these components via Technology Foundation or directly from IBM. New customers choosing to run JD Edwards EnterpriseOne on IBM technology should license JD Edwards EnterpriseOne Core Tools from Oracle while licensing Infrastructure and any licenses of IBM products from IBM. For more information about this announcement, customers should refer to My Oracle Support article 1232453.1 Questions included in the "Frequently Asked Questions" document on My Oracle Support: Is Oracle dropping support for IBM DB2 and IBM WebSphere with JD Edwards EnterpriseOne? No. This announcement affects how customers license these IBM products; it does not affect Oracle's certification roadmap for these products. The JD Edwards EnterpriseOne matrix of supported databases, web servers, and portals remains unchanged, including planned support for IBM DB2, IBM WebSphere Application Server, and IBM WebSphere Portal. Customers who are currently running their JD Edwards EnterpriseOne infrastructure using IBM platform components can continue to do so regardless of whether they license these components via Technology Foundation or directly from IBM. As always, the timing and versions of such third-party certifications remain at Oracle's discretion. Does this announcement mean that Oracle is withdrawing support for JD Edwards EnterpriseOne on the IBM i platform? Absolutely not. JD Edwards EnterpriseOne support on the IBM i platform remains unchanged. This announcement simply states that customers will acquire Oracle products from Oracle and IBM products from IBM. In fact, as evidenced by the recent "IBM i Solution Edition for JD Edwards" offering, IBM and the JD Edwards product teams continue to innovate and offer attractive, cost-competitive solutions to the ERP marketplace. For more information about this offering see: http://www-03.ibm.com/systems/i/advantages/oracle/. I hope this clarifies any concerns. Let me know if you have any additional questions or concerns. -Lyle

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  • New HTML 5 input types in ASP.Net 4.5 Developer Preview

    - by sreejukg
    Microsoft has released developer previews for Visual Studio 2011 and .Net framework 4.5. There are lots of new features available in the developer preview. One of the most interested things for web developers is the support introduced for new HTML 5 form controls. The following are the list of new controls available in HTML 5 email url number range Date pickers (date, month, week, time, datetime, datetime-local) search color Describing the functionality for these controls is not in the scope of this article. If you want to know about these controls, refer the below URLs http://msdn.microsoft.com/en-us/magazine/hh547102.aspx http://www.w3schools.com/html5/html5_form_input_types.asp ASP.Net 4.5 introduced more possible values to the Text Mode attribute to cater the above requirements. Let us evaluate these. I have created a project in Visual Studio 2011 developer preview, and created a page named “controls.aspx”. In the page I placed on Text box control from the toolbox Now select the control and go to the properties pane, look at the TextMode attribute. Now you can see more options are added here than prior versions of ASP.Net. I just selected Email as TextMode. I added one button to submit my page. The screen shot of the page in Visual Studio 2011 designer is as follows See the corresponding markup <form id="form1" runat="server">     <div>         Enter your email:         <asp:TextBox ID="TextBox1" runat="server" TextMode="Email"></asp:TextBox     </div>     <asp:Button ID="Button1" runat="server" Text="Submit" /> </form> Now let me run this page, IE 9 do not have the support for new form fields. I browsed the page using Firefox and the page appears as below. From the source of the rendered page, I saw the below markup for my email textbox <input name="TextBox1" type="email" id="TextBox1" /> Try to enter an invalid email and you will see the browser will ask you to enter a valid one by default. When rendered in non-supported browsers, these fields are behaving just as normal text boxes. So make sure you are using validation controls with these fields. See the browser support compatability matrix with these controls with various browser vendors. ASP.Net 4.5 introduced the support for these new form controls. You can build interactive forms using the newly added controls, keeping in mind that you need to validate the data for non-supported browsers.

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  • Oracle Service Registry 11gR1 Support for Oracle Fusion Middleware/SOA Suite 11g PatchSet 2

    - by Dave Berry
    As you might be aware, a few days back we released Patchset 2 (PS2) for several products in the Oracle Fusion Middleware 11g Release 1 stack including WebLogic Server and SOA Suite. Though there was no patchset released for Oracle Service Registry (OSR) 11g, being an integral part of Fusion Middleware & SOA, OSR 11g R1 ( 11.1.1.2 ) is fully certified with this release. Below is some recommended reading before installing OSR 11g with the new PS2 : OSR 11g R1 & SOA Suite 11g PS2 in a Shared WebLogic Domain If you intend to deploy OSR 11g in the same domain as the SOA Suite 11g, the primary recommendation is to install OSR 11g in its own Managed Server within the same Weblogic Domain as the SOA Suite, as the following diagram depicts : An important pre-requisite for this setup is to apply Patch 9499508, after installation. It basically replaces a registry library - wasp.jar - in the registry application deployed on your server, so as to enable co-deployment of OSR 11g & SOA Suite 11g in the same WLS Domain. The patch fixes a java.lang.LinkageError: loader constraint violation that appears in your OSR system log and is now available for download. The second, equally important, pre-requisite is to modify the setDomainEnv.sh/.cmd file for your WebLogic Domain to conditionally set the CLASSPATH so that the oracle.soa.fabric.jar library is not included in it for the Managed Server(s) hosting OSR 11g. Both these pre-requisites and other OSR 11g Topology Best Practices are covered in detail in the new Knowledge Base article Oracle Service Registry 11g Topology : Best Practices. Architecting an OSR 11g High Availability Setup Typically you would want to create a High Availability (HA) OSR 11g setup, especially on your production system. The following illustrates the recommended topology. The article, Hands-on Guide to Creating an Oracle Service Registry 11g High-Availability Setup on Oracle WebLogic Server 11g on OTN provides step-by-step instructions for creating such an active-active HA setup of multiple OSR 11g nodes with a Load Balancer in an Oracle WebLogic Server cluster environment. Additional Info The OSR Home Page on OTN is the hub for OSR and is regularly updated with latest information, articles, white papers etc. For further reading, this FAQ answers some common questions on OSR. The OSR Certification Matrix lists the Application Servers, Databases, Artifact Storage Tools, Web Browsers, IDEs, etc... that OSR 11g is certified against. If you hit any problems during OSR 11g installation, design time or runtime, the first place to look into is the logs. To find more details about which logs to check when & where, take a look at Where to find Oracle Service Registry Logs? Finally, if you have any questions or problems, there are various ways to reach us - on the SOA Governance forum on OTN, on the Community Forums or by contacting Oracle Support. Yogesh Sontakke and Dave Berry

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  • Coherence Based WebLogic Server Session Management

    - by [email protected]
    Specifications Supported Configurations WebLogic Server 10.3.2( or 10.3.1 ) Coherence 3.5.2/463 If you use other verion above, then please check the following matrix:   WebLogic Server 9.2 MP1 Weblogic Server 10.3 WebLogic Smart Update Patch ID: AJQB Patch ID: 6W2W Minimum Coherence Release Level/MetaLink Patch ID 3.4.2 Patch 2-Patch ID:8429415 3.4.2 Patch6-Patch ID:11399293 Environment Variables %COHERENCE_HOME%: coherence installation directory %DOMAIN_HOME%: weblogic domain foler. Instructions We Will create to weblogic domains: domain_a, domain_b. To configure those domains with coherence-based session management . Then the changings of session variable value in one domain will propagate to another domain. Main Steps WebLogic Server create domain_a The process is ignored copy %COHERENCE_HOME%\lib\coherence.jar to %DOMAIN_HOME%\lib startup domain deploy %COHERENCE_HOME%\lib\coherence-web-spi.war as a Shared Library repeat step 1~4 at domain_b Coherence duplicate %COHERENCE_HOME%\bin\cache-server.cmd at the same folder and rename it to web-cache-server.cmd modify web-cache-server.cmd java -server -Xms512m -Xmx512m -cp %coherence_home%/lib/coherence.jar;%coherence_home%/lib/coherence-web-spi.war -Dtangosol.coherence.management.remote=true -Dtangosol.coherence.cacheconfig=WEB-INF/classes/session-cache-config.xml -Dtangosol.coherence.session.localstorage=true com.tangosol.net.DefaultCacheServer startup web-cache-server.cmd Testing develop a web app  with OEPE or JDeveloper and implment functions: changing, viewing, listing  session variables. ( or download sample codes here ) modify weblogic.xml with following content: <?xml version="1.0" encoding="UTF-8"?> <wls:weblogic-web-app xmlns:wls=http://xmlns.oracle.com/weblogic/weblogic-web-app xmlns:xsi=http://www.w3.org/2001/XMLSchema-instance xsi:schemaLocation="http://java.sun.com/xml/ns/javaee http://java.sun.com/xml/ns/javaee/web-app_2_5.xsd http://xmlns.oracle.com/weblogic/weblogic-web-app http://xmlns.oracle.com/weblogic/weblogic-web-app/1.0/weblogic-web-app.xsd"> <wls:weblogic-version>10.3.2</wls:weblogic-version> <wls:context-root>CoherenceWeb</wls:context-root> <wls:library-ref> <wls:library-name>coherence-web-spi</wls:library-name> <wls:specification-version>1.0.0.0</wls:specification-version> <wls:exact-match>true</wls:exact-match> </wls:library-ref> </wls:weblogic-web-app> deploy the web app to domain_a and domain_b change session varaible vlaue at domain_a and check whethe if changed at domain_b References Using Oracle Coherence*Web 3.4.2 with Oracle WebLogic Server 10gR3 Oracle Coherence*Web 3.4.2 with Oracle WebLogic Server 10gR3

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  • Ask the Readers: Do You Prefer Computers, Game Consoles, or Other Devices for Your Gaming Needs?

    - by Asian Angel
    Nearly everyone who has access to a computer will play games on it at some point, but many people also use a separate game platform as well. What we would like to know this week is if you prefer using a computer, game consoles, or other devices for your gaming needs. Photo of Faith and Kate Connors from Mirror’s Edge by Tamahikari Tammas. Video games are a perfect way to relax and have fun at home (or at work if you can sneak in some game time!). The increasing variety of devices available with each passing year are making it easier to have access to a gaming platform to suit your needs or “darkest gaming desires”. For many people their computers are the perfect platform…they can play Flash-based games in their browsers, use the default set of games that come with their system, and install any extras that catch their eyes. The added benefit is that when game time is over they can drop right into their browsing, e-mail, personal projects, or work without having to switch hardware. The convenience of the “all-in-one” platform is certainly appealing! Perhaps you prefer to use your computer for other activities outside of gaming and own one or more separate game consoles. You might have chosen an Xbox, Playstation, or Nintendo for example. Maybe a hand-held is preferable for its’ size and portability. Then there are mobile phones and the iPad… With so many options it may feel hard to choose the right platform(s) without a good bit of research regarding display, availability of games for a particular platform, how long before the platform starts to become “obsolete”, etc. What we would like to know this week is which gaming platform you prefer. Is there only one that you choose to use or do you use multiple platforms for gaming? Is there a particular reason such as convenience for your choices? You may even be keeping an older platform around just for a certain game (or games) made for it. Are there any recommendations or advice that you would like to share with your fellow readers? Let us know in the comments! How-To Geek Polls require Javascript. Please Click Here to View the Poll. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Apture Highlights Turns Your Cursor into a Search Tool Add Classic Sci-Fi Goodness to Your Desktop with the Matrix Theme for Windows 7 You Can’t Walk Straight without Visual Markers [Video] Lord of the Rings Movie Parody Double Feature [Video] Turn a Webpage into an Asteroids-Styled Shooting Game in Opera Dolphin Browser Mini Leaves Beta; Sports New GUI, Easy Bookmarking, and More

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  • On Writing Blogs

    - by Tony Davis
    Why are so many blogs about IT so difficult to read? Over at SQLServerCentral.com, we do a special subscription-only newsletter called Database Weekly. Every other week, it is my turn to look through all the blogs, news and events that might be of relevance to people working with databases. We provide the title, with the link, and a short abstract of what you can expect to read. It is a popular service with close to a million subscribers. You might think that this is a happy and fascinating task. Sometimes, yes. If a blog comes to the point quickly, and says something both interesting and original, then it has our immediate attention. If it backs up what it says with supporting material, then it is more-or-less home and dry, featured in DBW's list. If it also takes trouble over the formatting and presentation, maybe with an illustration or two and any code well-formatted, then we are agog with joy and it is marked as a must-visit destination in our blog roll. More often, however, a task that should be fun becomes a routine chore, and the effort of trawling so many badly-written blogs is enough to make any conscientious Health & Safety officer whistle through their teeth at the risk to the editor's spiritual and psychological well-being. And yet, frustratingly, most blogs could be improved very easily. There is, I believe, a simple formula for a successful blog. First, choose a single topic that is reasonably fresh and interesting. Second, get to the point quickly; explain in the first paragraph exactly what the blog is about, and then stay on topic. In writing the first paragraph, you must picture yourself as a pilot, hearing the smooth roar of the engines as your plane gracefully takes air. Too often, however, the accompanying sound is that of the engine stuttering before the plane veers off the runway into a field, and a wheel falls off. The author meanders around the topic without getting to the point, and takes frequent off-radar diversions to talk about themselves, or the weather, or which friends have recently tagged them. This might work if you're J.D Salinger, or James Joyce, but it doesn't help a technical blog. Sometimes, the writing is so convoluted that we are entirely defeated in our quest to shoehorn its meaning into a simple summary sentence. Finally, write simply, in plain English, and in a conversational way such that you can read it out loud, and sound natural. That's it! If you could also avoid any references to The Matrix then this is a bonus but is purely personal preference. Cheers, Tony.

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  • Inflector for .NET

    - by srkirkland
    I was writing conventions for FluentNHibernate the other day and I ran into the need to pluralize a given string and immediately thought of the ruby on rails Inflector.  It turns out there is a .NET library out there also capable of doing word inflection, originally written (I believe) by Andrew Peters, though the link I had no longer works.  The entire Inflector class is only a little over 200 lines long and can be easily included into any project, and contains the Pluralize() method along with a few other helpful methods (like Singularize(), Camelize(), Capitalize(), etc). The Inflector class is available in its entirety from my github repository https://github.com/srkirkland/Inflector.  In addition to the Inflector.cs class I added tests for every single method available so you can gain an understanding of what each method does.  Also, if you are wondering about a specific test case feel free to fork my project and add your own test cases to ensure Inflector does what you expect. Here is an example of some test cases for pluralize: TestData.Add("quiz", "quizzes"); TestData.Add("perspective", "perspectives"); TestData.Add("ox", "oxen"); TestData.Add("buffalo", "buffaloes"); TestData.Add("tomato", "tomatoes"); TestData.Add("dwarf", "dwarves"); TestData.Add("elf", "elves"); TestData.Add("mouse", "mice");   TestData.Add("octopus", "octopi"); TestData.Add("vertex", "vertices"); TestData.Add("matrix", "matrices");   TestData.Add("rice", "rice"); TestData.Add("shoe", "shoes"); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Pretty smart stuff.

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  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Texture mapping on gluDisk

    - by Marnix
    I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function that takes the texture along with the camera. I want the cubic texture to be alongside of the fountain, but gluDisk does a linear mapping. How do I get a circular mapping? void Fountain::Draw() { glPushMatrix(); // push 1 this->ApplyWorldMatrixGL(); glEnable(GL_TEXTURE_2D); // enable texturing glPushMatrix(); // push 2 glRotatef(90,-1,0,0); // rotate 90 for the quadric // also drawing more here... // stone texture glBindTexture(GL_TEXTURE_2D, texIDs[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); // push 3 glTranslatef(0,0,height); // spherical texture generation // this piece of code doesn't work as I intended glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); GLUquadric *tub = gluNewQuadric(); gluQuadricTexture(tub, GL_TRUE); gluDisk(tub, radius, outerR, nrVertices, nrVertices); gluDeleteQuadric(tub); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); // pop 3 // more drawing here... glPopMatrix(); // pop 2 // more drawing here... glPopMatrix(); // pop 1 } To refine my question a bit. This is an image of what it is at default (left) and of what I want (right). The texture should fit in the border of the disk, a lot of times. If this is possible with the texture matrix, than that's fine with me as well.

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  • Array Multiplication and Division

    - by Narfanator
    I came across a question that (eventually) landed me wondering about array arithmetic. I'm thinking specifically in Ruby, but I think the concepts are language independent. So, addition and subtraction are defined, in Ruby, as such: [1,6,8,3,6] + [5,6,7] == [1,6,8,3,6,5,6,7] # All the elements of the first, then all the elements of the second [1,6,8,3,6] - [5,6,7] == [1,8,3] # From the first, remove anything found in the second and array * scalar is defined: [1,2,3] * 2 == [1,2,3,1,2,3] But What, conceptually, should the following be? None of these are (as far as I can find) defined: Array x Array: [1,2,3] * [1,2,3] #=> ? Array / Scalar: [1,2,3,4,5] / 2 #=> ? Array / Scalar: [1,2,3,4,5] % 2 #=> ? Array / Array: [1,2,3,4,5] / [1,2] #=> ? Array / Array: [1,2,3,4,5] % [1,2] #=> ? I've found some mathematical descriptions of these operations for set theory, but I couldn't really follow them, and sets don't have duplicates (arrays do). Edit: Note, I do not mean vector (matrix) arithmetic, which is completely defined. Edit2: If this is the wrong stack exchange, tell me which is the right one and I'll move it. Edit 3: Add mod operators to the list. Edit 4: I figure array / scalar is derivable from array * scalar: a * b = c => a = b / c [1,2,3] * 3 = [1,2,3]+[1,2,3]+[1,2,3] = [1,2,3,1,2,3,1,2,3] => [1,2,3] = [1,2,3,1,2,3,1,2,3] / 3 Which, given that programmer's division ignore the remained and has modulus: [1,2,3,4,5] / 2 = [[1,2], [3,4]] [1,2,3,4,5] % 2 = [5] Except that these are pretty clearly non-reversible operations (not that modulus ever is), which is non-ideal. Edit: I asked a question over on Math that led me to Multisets. I think maybe extensible arrays are "multisets", but I'm not sure yet.

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  • Blender DirectX exporter to Panda3D

    - by jakebird451
    I have been experimenting with Panda3D lately. I have a character made in Blender with various bones and currently with one animation that I wish to export to a *.x format for Panda3D. My current attempt was to export the model was to first export with bones [Armatures] by checking the "Export Armatures" button in the export menu (file name: char.x). Thanks to the *.x file format, I read the file and it seems to have the same bone structure format as the model (with parenting and matrix positional data). The second export was selecting Animations - Full Animation to provide just the animation (file name: char_idle.x). The models exported just fine. I am not sure about the animation yet, but the file seems to be just fine. This is my code for loading the model into python & Panda3D: self.model = Actor("char.x",{"char_idle.x"}) When I run the program the command line provides a couple of errors, the main errors of interest are: :Actor(warning): char.x is not a character! and ... File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 284, in __init__ if (type(anims[anims.keys()[0]])==type({})): AttributeError: 'set' object has no attribute 'keys' The first error is the most interesting to me. The model works if I leave the animation dictionary blank. With no animations loaded the character appears in its un-animated T position, however the actor warning still shows up. The character should include the various bones when I exported the model right? I am not that experienced with blender, I'm just a programmer. So if the problem lies in blender please try to keep that in mind when posting a reply. I'll try my best to keep up. I also tried to print out the bone structure without any animations loaded and it provides a similar error with the line print self.model.listJoints(): File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 410, in listJoints Actor.notify.error("no part named: %s" % (partName)) File "C:\Panda3D-1.8.0\direct\directnotify\Notifier.py", line 132, in error raise exception(errorString) StandardError: no part named: modelRoot I really hope it is a simple exporting fix.

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  • Compute directional light frustum from view furstum points and light direction

    - by Fabian
    I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a function that creates a frustum for this but its way to big and includes way to many casters (shadows) which can't be seen in the view frustum. Now the only parameter of this function are the normalized light direction vector and a view class which lets me extract the 8 view frustum points in world space. I don't have any additional infos about the scene. I have read some of the related Questions here but non seem to fit very well to my problem as they often just point to cascaded shadow maps. Sadly i can't use DX or openGl functions directly because this engine has a dedicated math library. From what i've read so far the steps are: Transform view frustum points into light space and find min/max x and y values (or sometimes minima and maxima of all three axis) and create a AABB using the min/max vectors. But what comes after this step? How do i transform this new AABB back to world space? What i've done so far: CVector3 Points[8], MinLight = CVector3(FLT_MAX), MaxLight = CVector3(FLT_MAX); for(int i = 0; i<8;++i){ Points[i] = Points[i] * WorldToShadowMapMatrix; MinLight = Math::Min(Points[i],MinLight); MaxLight = Math::Max(Points[i],MaxLight); } AABox box(MinLight,MaxLight); I don't think this is the right way to do it. The near plain probably has to extend into the direction of the light source to include potentional shadow casters. I've read the Microsoft article about cascaded shadow maps http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx which also includes some sample code. But they seem to use the scenes AABB to determine the near and far plane which I can't since i cant access this information from the funtion I'm working in. Could you guys please link some example code which shows the calculation of such frustum? Thanks in advance! Additional questio: is there a way to construct a WorldToFrustum matrix that represents the above transformation?

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