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  • 3D game engines for XNA games

    - by Jenko
    Before I start development of an XNA game, I need to choose a 3D game engine to develop upon. Is this belief unfounded? Does XNA have basic object transformation, lighting and mesh/texture importing functionality by which you can develop a decent 3D side-scrolling game? Chances are I'm going to need a 3D engine such as Torque X to handle most of the special effects, animation and sound for me. What are the engines that you recommend building an XNA game with? What work reliably in your experience? Is XNA alone enough? do you have repositories of code that work directly with XNA to create effects and other game environments with sunlight, fog and rain?

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  • What are the benefits of Android way of "saving memory" - explicitly passing Context objects everywhere?

    - by Sarge Borsch
    Turned out, this question is not easy to formulate for me, but let's try. In Android, pretty much any UI object depends on a Context, and has defined lifetime. It also can destroy and recreate UI objects and even whole application process at any time, and so on. This makes coding asynchronous operations correctly not straightforward. (and sometimes very cumbersome) But I never have seen a real explanation, why it's done that way? There are other OSes, including mobile OSes (iOS, for example), that don't do such things. So, what are the wins of Android way (Activities & Contexts)? Does that allow Android applications to use much less RAM, or maybe there are other benefits?

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  • Particle Effect Completion

    - by Siddharth
    In my game I use particle effect for various purposes. In that I detect the completion of the particle effect. Basically I want to do something after completion of the particle effect. But the problem is that I didn't able to find the particle effect completion. So any community member please help me. EDIT : I was creating particle effect using following code pointParticleEmtitter = new PointParticleEmitter(pX, pY); particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, mParticleTextureRegion.deepCopy()); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new ColorInitializer(0f, 0f, 1f)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 0.5f)); particleSystem.addParticleModifier(new ExpireModifier(0.5f)); gameObject.getScene().attachChild(particleSystem); Using above code the particle effect was started but when finished that I want to detect. After finishing effect I want to remove the object from the scene.

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  • Handy Javascript array Extensions &ndash; contains(&hellip;)

    - by Liam McLennan
    This javascript adds a method to javascript arrays that returns a boolean indicating if the supplied object is an element of the array Array.prototype.contains = function(item) { for (var i = 0; i < this.length; i += 1) { if (this[i] === item) { return true; } } return false; }; To test alert([1,1,1,2,2,22,3,4,5,6,7,5,4].contains(2)); // true alert([1,1,1,2,2,22,3,4,5,6,7,5,4].contains(99)); // false

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  • Highlighting new rows in ADF Table

    - by Sireesha Pinninti
    About This article explains how to hightlight newly inserted rows in an ADF Table without writing any extra java/javascript code.IntroductionSometimes we may wish to give more clarification to the end user by differentiating between newly inserted rows and the existing rows(i.e the rows from DB) in a table by highlighting new rows in different color as in the figure shown below. SolutionWe can achieve the same by giving following EL to inlineStyle property of every column inside af:table: #{row.row.entities[0].entityState == 0?'background-color:#307D7E;':''}ExplanationHere is the explanation for row.row.entities[0].entityState given inside EL which returns the state of the row(i.e, New, Modified, Unmodified, Initialized etc.)row - Refers to a tree node binding(instance of FacesCtrlHierNodeBinding) at runtimerow.row - Refers to an instance of row that the tree node is based onrow.row.entities[0] - Gets the Entity row at zeroth index. In most of the cases, the table will be based on single entity. If your table is based on multiple entities then the index needs to be given accordingly.row.row.entities[0].entityState - Gets Entity Object's current Entity-state in the transaction.(0 - New, Modified - 2, Unmodified - 1, Initialized - -1,  etc.,)

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  • How are Programming Languages Designed?

    - by RectangleTangle
    After doing a bit of programming, I've become quite curious on language design itself. I'm still a novice (I've been doing it for about a year), so the majority of my code pertains to only two fields (GUI design in Python and basic algorithms in C/C++). I have become intrigued with how the actual languages themselves are written. I mean this in both senses. Such as how it was literally written (ie, what language the language was written in). As well as various features like white spacing (Python) or object orientation (C++ and Python). Where would one start learning how to write a language? What are some of the fundamentals of language design, things that would make it a "complete" language?

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • Automatically Reset Theme To Default, SharePoint 2010

    - by KunaalKapoor
    Manually/Through UIOn the top link bar, click Site Settings.On the Site Management page, in the Customization section, click Apply theme to site.On the Apply Theme to Web Site page, select No Theme(Default) from the list.Click Apply.Through Scriptfunction Apply-SPDefaultTheme([string]$SiteUrl, [string]$webName){$site = new-object Microsoft.SharePoint.SPSite($SiteUrl)$web = $site.OpenWeb($webName)$theme = [Microsoft.SharePoint.Utilities.ThmxTheme]::RemoveThemeFromWeb($web,$false)$web.Update()$web.Dispose()$site.Dispose()}After looking in the SPTHEMES.XML file found in the C:\Program Files\Common Files\Microsoft Shared\Web Server Extensions\14\TEMPLATE\LAYOUTS\1033 folder, you do see there is a theme with a theme name of "none". Since there is no "default" theme in 2010. So make sure if you wanna reset it to default you know that there is no default, you need to select 'none' :)

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  • Accidental deletion of the Gmail (IMAP) Trash 'System Label' in Evolution

    - by user20635
    I am using 11.04 and Evolution 2.32.2 I accidentally deleted the Gmail (IMAP) Trash 'System Label' in Evolution. Because this is Gmail object and (not a label per say), it is not deletable in Gmail. Under my Gmail account settings, I have made sure that both, 'Show in Label List' and 'Show in IMAP' are checked. That being said, I cannot seem to restore this IMAP folder in Evolution. I deleted the affected mail account, re-created, restarted Evolution, and no change. Any thoughts? Thanks.

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  • Detailed Modern Opengl Tutorial?

    - by Kogesho
    I am asking for a specific modern opengl tutorial. I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most tutorials use only one object), as well as imported 3d objects and collision detection for them. It should also avoid stuff that won't be used. Arcysnthesis for example gives a new concept, and after teaching it, in the next tutorial, it explains how bad it is for performance and introduces another method. Do you know any?

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  • clone() only partially doable; how to react?

    - by hllnll
    Suppose we have a class-hierarchy whose base class B requires a clone() method to be defined in its derivations. Whilst this works perfectly for most of them there is this one derivation X that holds an optional reference to a resource/object that can only be referenced from one instance of X. Whilst the rest of X can be cloned without problems this reference would have to be set to null/nil/nullptr. What is the correct way to handle this situation? X::clone() could throw an UncloneableException. Though this would be correct, it is not satisfying. Set the reference to null/nil/nullptr and leave no notice of it. The user of X has to know about Xs "particularities". Require derivations of B to define B::nearestClone(): the user of B has to be aware that the return value might not be a 1:1 clone. Something else?

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  • Creating a new variable versus assigning an existing one

    - by rwallace
    Which is more common, creating a new variable versus assigning an existing variable (field, array element etc - anything that syntactically uses the assignment operator)? The reason I ask is that I'm designing a new language, and wondering which of these two operations should get the shorter syntax. It's not intended to be a pure functional language, or the question wouldn't arise, so I'd ideally like to count usage across large existing code bases in procedural and object-oriented languages like C, C++ and Java, though as far as I can see there isn't an easy way to do this automatically, and going by memory and eyeball, neither is obviously more common than the other.

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  • haw to install libenca.so.0 in SUSE Linux (release 11Kernel linux 2.6.32.59-0.7-pae)gnome 2.28.2 [closed]

    - by Zeljko
    I haw problem with Mplayer. When I try to watch mouvie i got error code: /usr/bin/mplayer -noquiet -nofs -nomouseinput -vc coreserve, -sub-fuzziness 1 -identify -slave -vo xv, -ao alsa, -nokeepaspect -framedrop -dr -double -input conf=/usr/share/smplayer/input.conf -stop-xscreensaver -wid 31457623 -monitorpixelaspect 1 -ass -embeddedfonts -ass-line-spacing 0 -ass-font-scale 1 -ass-styles /home/adria/.config/smplayer/styles.ass -fontconfig -font Arial -subfont-autoscale 0 -subfont-osd-scale 20 -subfont-text-scale 20 -subcp ISO-8859-1 -subpos 100 -nocache -osdlevel 0 -vf-add eq2,hue -vf-add screenshot -slices -channels 2 -af equalizer=0:0:0:0:0:0:0:0:0:0 -softvol -softvol-max 110 /home/adria/Resident Evil - Retribution 2012 R5 DVDRiP XviD AC3 - BHRG/Resident Evil - Retribution 2012 R5 DVDRiP XviD AC3 - BHRG.avi /usr/bin/mplayer: error while loading shared libraries: libenca.so.0: cannot open shared object file: No such file or directory help please

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  • How to do lazy loading in a SOA fashion?

    - by sun1991
    For example, I've got a root object exposed in a SOA service, say Invoice (Invoice has line items as children). Sometimes, I need to retrieve its detail line items. I'm thinking to make it lazy loading, because it's a traffic overhead to transfer line items every time Invoice is required. But in SOA fashion, it seems unlikely. Because all it can expose are Invoice POCOs, with contain no logic. Thus I cannot attach my lazy loading logic to Invoice to instruct it to load lines items when needed.

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  • Blueprints API for Oracle NoSQL Database

    - by Charles Lamb
    Here's an implementation of the Blueprints API for Oracle NoSQL Database. https://github.com/dwmclary/blueprints-oracle-nosqldb Blueprints is a collection of interfaces, implementations, ouplementations, and test suites for the property graph data model. Blueprints is analogous to the JDBC, but for graph databases. As such, it provides a common set of interfaces to allow developers to plug-and-play their graph database backend. Moreover, software written atop Blueprints works over all Blueprints-enabled graph databases. Within the TinkerPop software stack, Blueprints serves as the foundational technology for: Pipes: A lazy, data flow framework Gremlin: A graph traversal language Frames: An object-to-graph mapper Furnace: A graph algorithms package Rexster: A graph server

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  • Syncing objects to a remote server, and caching on local storage

    - by Harry
    What's the best method of sycing objects (as JSON) to a remote server, with local caching? I have some objects that will pretty much just be plain-text with some extra meta-data. I was thinking of perhaps including a "last modified date" for both Local storage and Remote storage. This could then be used to determine which object is the most recent. For example, even though objects will be saved to both local and remote when they are saved, sometimes the user may not have internet access, or the server may be down, or any other number of things. In this case, the last modified date for remote storage would be reverted to its previous date. Local storage would remain as it is. At this point, the user could exit the application, and when they reload the application would then look at the last modified dates of the local and remote storages, and decide. Is there anything I'm missing with this? Is there a better method that I could use?

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  • Stateless game design

    - by L. De Leo
    I'm facing a challenge understanding how to program a web version of a card game that is completely stateless. I create my object graph when the game begins and distribute cards to PlayerA and PlayerB so I lay them out on the screen. At this point I could assume that HTML and the querystring is what holds at least some of my state and just keep a snapshot copy of the game state on the server-side for the sole purpose of validating the inputs I receive from the web clients. Still it appears to me that the state of the game is by its nature mutable: cards are being dealt from the deck, etc... Am I just not getting it? Or should I just strive to minimize the side-effects of my functions to the objects that I take as my input? How would you design a stateless card game?

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  • Is C++11 Uniform Initialization a replacement for the old style syntax?

    - by Robert Dailey
    I understand that C++11's uniform initialization solves some syntactical ambiguity in the language, but in a lot of Bjarne Stroustrup's presentations (particularly those during the GoingNative 2012 talks), his examples primarily use this syntax now whenever he is constructing objects. Is it recommended now to use uniform initialization in all cases? What should the general approach be for this new feature as far as coding style goes and general usage? What are some reasons to not use it? Note that in my mind I'm thinking primarily of object construction as my use case, but if there are other scenarios to consider please let me know.

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  • Switching domains in one's career?

    - by rocknroll
    I have been a C++,Qt programmer for the last 3.5 years and have hit a plateau in terms of doing something new. Work has been repetitive and routine. I personally believe it is time to move on but off late I am getting more offers in mobile development like Android,Iphone etc. The latest offer I have is for objective-C based profile. I do not have the slightest idea about objective-C apart from that it is Object oriented C resembling C++ but not exactly a clone. Questions in my mind are --what are the pros/cons of this careers switch or for any such switch? --Is it good for one's career to change domains after sometime? --How difficult it is to get back to one's previous area of proficiency? Thanks

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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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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  • 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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  • How should UI layer pass user input to BL layer?

    - by BornToCode
    I'm building an n-tier application, I have UI, BL, DAL & Entities (built from POCO) projects. (All projects have a reference to the Entities). My question is - how should I pass user input from the UI to the BL, as a bunch of strings passed to the BL method and the BL will build the object from the parameters, or should I build the objects inside the UI submit_function and send objects as parameters? EDIT: I wrote n-tier application, but what I actually meant was just layers.

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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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