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  • For normal mapping, why can we not simply add the tangent normal to the surface normal?

    - by sebf
    I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from world-space to tangent-space, in order to transform the lights and eye direction vectors into tangent space, so that the vectors from the normal map may be used directly in place of those passed through from the vertex shader. What I do not understand though, is why we cannot just use the normalised sum of the sampled-normal vector, and the surface-normal? (assuming we already transform and pass through the surface normal for the existing lighting functions) Take the diagram below; the normal is simply the deviation from the 'reference normal' for any given coordinate system, correct? And transforming the surface normal of a mapped surface from world space to tangent space makes it equivalent to the tangent space 'reference normal', no? If so, why do we transform all lighting vectors into tangent space, instead of simply transforming the sampled tangent once in the pixel shader?

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  • "Oracle Certified Expert, Java Platform, Enterprise Edition 6 Java Persistence API Developer" Preparation

    - by Matt
    I have been working with Hibernate for a fews years now, and I want to solidify and demonstrate my knowledge by taking the Oracle JPA certification, also known as: "Oracle Certified Expert, Java Platform, Enterprise Edition 6 Java Persistence API Developer (CX-310-094)" There is a training course provided by Oracle: "Building Database Driven Applications with JPA (SL-370-EE6)" But this costs $1800 and I think it would be overkill for my needs. Ideally, I would like a self study guide that will cover everything in the exam. I have looked for books and these seem like possibilities: Pro JPA 2: Mastering the Java Persistence API (Expert's Voice in Java Technology) and Beginning Java EE 6 with GlassFish 3 2nd Edition (Expert's Voice in Java Technology) But these aren't checklist type study guides as far as I am aware. I found the official SCJP study guide very useful, but I think the equivalent text for the JPA exam isn't out yet. If anyone has taken this exam, I would be grateful to hear how you prepared for it. Thanks!

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  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

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  • How to publish paid Android apps if you're not from US/UK

    - by Sheikh Aman
    I was pretty excited while creating one of my apps but as it turns out you can't actually sign up for Google Checkout if you don't live either in the USA or in the UK. And since Google Checkout is the only way Android Market will pay you, all my efforts seem to be going in vain. So because I live in India, I can't sell my apps. I tried contacting Google by various means on this, but haven't got any response so far. I tried searching the web as well just to find out that one can't be paid via any other way. I am pretty sure that many people here might have gone through the same problem. How did you solve it? I have a PayPal account and an AdSense account as well. Can they help in any way? And if nothing works out, how am I supposed to be selling my app?

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  • XAudio2 - Multiple instances of the same sound

    - by Boreal
    Right now, I'm adding a rudimentary sound engine to my game. So far, I am able to load in a WAV file and play it once, then free up the memory when I close the game. However, the game crashes with a nice ArgumentOutOfBoundsException when I try to play another sound instance. Specified argument was out of the range of valid values. Parameter name: readLength I'm following this tutorial pretty much exactly, but I still keep getting the aforementioned error. Here's my sound-related code. http://pastebin.com/FgaqfXTs The exception occurs on line 156 when I am playing the sound: source.SubmitSourceBuffer(buffer);

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  • Does md2 support skeletal meshes?

    - by jsvcycling
    I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes? In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language... Thanks For got to mention, the engine is based on OpenGL... Alright, for anyone who is reading this, I just found the Doom 3 md5 specifications (http://tfc.duke.free.fr/coding/md5-specs-en.html). It gives you some help on writing a parser (see bottom of link), but the example doesn't support lighting and texture mapping (the second set of example code allows for animation). Thanks @Neverender for answering my question...

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  • Abstract Data Type and Data Structure

    - by mark075
    It's quite difficult for me to understand these terms. I searched on google and read a little on Wikipedia but I'm still not sure. I've determined so far that: Abstract Data Type is a definition of new type, describes its properties and operations. Data Structure is an implementation of ADT. Many ADT can be implemented as the same Data Structure. If I think right, array as ADT means a collection of elements and as Data Structure, how it's stored in a memory. Stack is ADT with push, pop operations, but can we say about stack data structure if I mean I used stack implemented as an array in my algorithm? And why heap isn't ADT? It can be implemented as tree or an array.

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  • pulseaudio and alsa on ubuntu 12.04 server

    - by Dan
    I am running ubuntu 12.04server, and trying to get pulseaudio working. I followed the instructions at How do I run PulseAudio in a headless server installation? At the moment, pacmd list-cards is reporting 0 cards, aplay will only playing sound when I run it as sudo, and running alsamixer as sudo also works, but running it as my user produces "cannot open mixer: No such file or directory" As far as I can tell, this means the the kernel module for my sound card is in fact loaded. I have already tried adding my user to the "audio" group, but this does not help. The permissions on the devices in /dev/snd are all crw-rw---T 1 root audio 116 I noticed on an ubuntu 12.04 desktop, that the file permissions are slightly different. On the desktop, they are crw-rw---T+ 1 root audio 116 My questions are 1) How do I get aplay to work without running it as sudo on the server 2) Is there anything special I need to do to make pulseaudio work at this point.

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  • How can I quantify the amount of technical debt that exists in a project?

    - by Erik Dietrich
    Does anyone know if there is some kind of tool to put a number on technical debt of a code base, as a kind of code metric? If not, is anyone aware of an algorithm or set of heuristics for it? If neither of those things exists so far, I'd be interested in ideas for how to get started with such a thing. That is, how can I quantify the technical debt incurred by a method, a class, a namespace, an assembly, etc. I'm most interested in analyzing and assessing a C# code base, but please feel free to chime in for other languages as well, particularly if the concepts are language transcendent.

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  • Class Design and Structure Online Web Store

    - by Phorce
    I hope I have asked this in the right forum. Basically, we're designing an Online Store and I am designing the class structure for ordering a product and want some clarification on what I have so far: So a customer comes, selects their product, chooses the quantity and selects 'Purchase' (I am using the Facade Pattern - So subsystems execute when this action is performed). My class structure: < Order > < Product > <Customer > There is no inheritance, more Association < Order has < Product , < Customer has < Order . Does this structure look ok? I've noticed that I don't handle the "Quantity" separately, I was just going to add this into the "Product" class, but, do you think it should be a class of it's own? Hope someone can help.

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  • Best SEO practices for mobile URLs: 301, rel=canonical, or something else?

    - by Chris
    I am developing a site with a mobile version and am trying to figure the appropriate way to manage the URLs for search engines. So far I've considered: Having a separate mobile site (m.example.com) with rel="canonical" links to the regular site. Putting both the mobile site and full site on one URL (example.com), and doing user agent sniffing. Another opinion: Spencer: "If you have a mobile site at a separate location or URL, you should 301 redirect each and every mobile page to its corresponding page on your main website. Employ user agent detection so that the mobile optimized version is served up if someone's coming in from a hand-held. - http://developer.practicalecommerce.com/articles/1722-Mobile-site-Development-Best-Practices-for-SEO-Usability Both 2 and 3 make it hard for a user who wants to switch to the full site or mobile site manually, but I'm not sure 1 is the best alternative. What's the best way to write URLs for a mobile site?

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  • Visual NHibernate Update

    - by Ricardo Peres
    I have previously talked about Visual NHibernate. It has grown since last time, now offering support for multiple databases (SQL Server, Oracle, MySQL, PostgreSQL, Firebird), generates projects from existing databases or from existing Visual Studio projects and produces XML or Fluent mappings, to name just a few. To me it is by far the most interesting tools for working with NHibernate I know of (granted, I haven't tried NHibernate Profiler). For a limited period, Slyce Software is offering a 30% discount, until the final version is released, so you may want to have a look. Please note that I am in no way related to Slyce, but made some feature requests which have been implemented (thanks, Gareth!).

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  • Parallelism implies concurrency but not the other way round right?

    - by Cedric Martin
    I often read that parallelism and concurrency are different things. Very often the answerers/commenters go as far as writing that they're two entirely different things. Yet in my view they're related but I'd like some clarification on that. For example if I'm on a multi-core CPU and manage to divide the computation into x smaller computation (say using fork/join) each running in its own thread, I'll have a program that is both doing parallel computation (because supposedly at any point in time several threads are going to run on several cores) and being concurrent right? While if I'm simply using, say, Java and dealing with UI events and repaints on the Event Dispatch Thread plus running the only thread I created myself, I'll have a program that is concurrent (EDT + GC thread + my main thread etc.) but not parallel. I'd like to know if I'm getting this right and if parallelism (on a "single but multi-cores" system) always implies concurrency or not? Also, are multi-threaded programs running on multi-cores CPU but where the different threads are doing totally different computation considered to be using "parallelism"?

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  • pulseaudio on ubuntu server

    - by Dan
    I am running ubuntu server, and trying to get pulseaudio working. I followed the instructions at How do I run PulseAudio in a headless server installation? At the moment, pacmd list-cards is reporting 0 cards, and I suspect this has something to do with the fact aplay is only playing sound when I run it as sudo. As far as I can tell, this means the the kernel module for my sound card is in fact loaded. I have already tried adding my user to the "audio" group, but this does not help. My questions are 1) How do I get aplay to work without running it as sudo 2) Is there anything special I need to do to make pulseaudio work at this point.

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  • error with slap.d while installing any new software

    - by ali haider
    I am trying to install wireshark (this issue is not specific to wireshark) on my ubuntu box and I keep getting the following error for slap.d: Setting up slapd (2.4.23-6ubuntu6.1) ... Creating initial configuration... mkdir: cannot create directory `/etc/ldap/slapd.d': File exists dpkg: error processing slapd (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: slapd Besides uninstalling or trying to update open LDAP or slap.d, is there any other action that can be taken to resolve this issue? I am trying the install as root user & I have tried moving the slap.d conf file so far but without any luck. Any thoughts on troubleshooting/resolving this issue will be quite welcome. thank in advance

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  • Make game for iPhone only

    - by Alex
    From the beginning of development on my game I was hoping to release it as a universal app, but the gameplay simply doesn't work as well on the iPad. Also, it was designed to work on the iPhone screen, and the (even slight) difference in width to height ratio gives iPhone users an advantage over iPad users by seeing more of the path ahead. Not to mention it doesn't look quite right on the larger screen. Hypothetically, if my game becomes a top seller, would it be a bad idea to have it only an iPhone app? Would it make it far less likely for my app to become viral? My app would still work on the iPad like any other iPhone app, and I plan on eventually releasing an update that supports both iPad and iPhone.

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  • C++ difference between "char *" and "char * = new char[]"

    - by nashmaniac
    So, if I want to declare an array of characters I can go this way char a[2]; char * a ; char * a = new char[2]; Ignoring the first declaration, the other two use pointers. As far as I know the third declaration is stored in heap and is freed using the delete operator . does the second declaration also hold the array in heap ? Does it mean that if something is stored in heap and not freed can be used anywhere in a file like a variable with file linkage ? I tried both third and second declaration in one function and then using the variable in another but it didn't work, why ? Are there any other differences between the second and third declarations ?

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  • Rotate sphere in Javascript / three.js while moving on x/z axes

    - by kaipr
    I have a sphere/ball in three.js which I want to "roll" arround on a x/z axis. For the z axe I could simply do this no matter what the current x and y rotation is: sphere.roll_z = function(distance) { sphere.position.z += distance; sphere.rotation.x += distance > 0 ? 0.05 : -0.05; } But how can I roll it along the x axe? And how could I properly do the roll_z? I've found a lot about quateration and matrixes, but I can't figure out how to use them properly to achieve my (rather simple) goal. I'm aware that I have to update multiple rotations and that I have to calculate how far to rotate the sphere to match the distance, but the "how" is the question. It's probably just lack of mathematical skills which I should train, but a working example/short explanation would help alot to start with.

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • How do you upgrade/remove a side-by-side installation?

    - by d3vid
    I've hit some snags in the last two upgrades (which I've been able to resolve with time, patience and AskUbuntu :) so come 12.04 I'm considering a side-by-side installation. Perhaps even installing a pre-release before that (because virtual machine testing can't reveal hardware-related issues). So, let's say I installed a side-by-side version. As far as I can tell this splits my existing partition and installs a brand new Ubuntu on partition 2. If all goes well, there are no hardware issues, and my favorite apps seem to be working, how do I switch to a one-sided installation? If I can't, how do I do a side-by-side installation the next time? (And, am I crazy to consider using a pre-release version to do a side-by-side installation?)

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  • Rain effect looks like snowfall effect?

    - by Nikhil Lamba
    i am making a game in that game i want rain effect i am little bit far from this right now i am doing like below particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But its looks like snowfall effect what changes i can do for make it rain effect please correct me EDIT : here is link for snapshot http://i.imgur.com/bRIMP.png

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  • Is there a way to display navmesh agent path in Unity?

    - by Antoine Guillien
    I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when setDestination() is fired. I did some researches but didn't find anything about it. EDIT 1 : So I instantiate an empty object with a LineRenderer and I have a line bewteen my agent and the destination. Still I've not all the points when the path has to avoid an obstacle. Furthermore, I wonder if the agent.path does reflect the real path that the agent take as I noticed that it actually follow a "smoothier" path. Here is the code so far : GameObject container = new GameObject(); container.transform.parent = agent.gameObject.transform; LineRenderer ligne = container.AddComponent<LineRenderer>(); ligne.SetColors(Color.white,Color.white); ligne.SetWidth(0.1f,0.1f); //Get def material ligne.gameObject.renderer.material.color = Color.white; ligne.gameObject.renderer.material.shader = Shader.Find("Sprites/Default"); ligne.gameObject.AddComponent<LineScript>(); ligne.SetVertexCount(agent.path.corners.Length+1); int i = 0; foreach(Vector3 v in p.corners) { ligne.SetPosition(i,v); //Debug.Log("position agent"+g.transform.position); //Debug.Log("position corner = "+v); i++; } ligne.SetPosition(p.corners.Length,agent.destination); ligne.gameObject.tag = "ligne"; So How can I get the real coordinates my agent is going to walk throught ?

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  • Is eCPMs dropping by about 50% in January a usual behavior on Google AdSense?

    - by Andrew G. Johnson
    So I just got semi-serious about running some AdSense sites over the past 6 months and the eCPM's have hovered between 1.38 and 1.42 [yes it's that close] when I look at the eCPM for each month. Obviously some deviation day to day but pretty damn close to a buck forty in aggregate. So far for January I am sitting at 0.80 for an eCPM. I know it's not a huge sample size but the daily pageviews are fairly consistent [actually a bit higher] than where they were in December. I am trying to justify this by thinking that somehow a lot of ad buyers buy inventory for the year and have to get setup to do another big buy now that it's a new calendar year but that thought isn't close to comforting. Is this happening to anyone else? EDIT: I run a lot of websites and the ratios of pageviews are about the same this month to last month but just to be clear the eCPM I posted is for 20 websites in a variety of niches, it doesn't accurately depict any one domain.

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  • Typing tutor games with good playablity

    - by matt wilkie
    Are there any linux typing tutor games which are enjoyable games in their own right? I'm a computer professional, but have never learned to type properly. I also don't want my kids to pick up my bad habits! The kids are okay with TuxTyping, for a time. Something like Typing of the Dead sounds great, but is Windows only, and as far as I can tell one of a kind. I also don't want the young'uns hooked on first person shooters just yet. So are there any quality typing games for a range of ages?

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  • What is Atomicity?

    - by James Jeffery
    I'm really struggling to find a concrete, easy to grasp, explanation of Atomicity. My understanding thus far is that to ensure an operation is atomic you wrap the critical code in a locker. But that's about as much as I actually understand. Definitions such as the one below make no sense to me at all. An operation during which a processor can simultaneously read a location and write it in the same bus operation. This prevents any other processor or I/O device from writing or reading memory until the operation is complete. Atomic implies indivisibility and irreducibility, so an atomic operation must be performed entirely or not performed at all. What does the last sentence mean? Is the term indivisibility relating to mathematics or something else? Sometimes the jargon with these topics confuse more than they teach.

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