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  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

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  • Get Specific depth values in Kinect (XNA)

    - by N0xus
    I'm currently trying to make a hand / finger tracking with a kinect in XNA. For this, I need to be able to specify the depth range I want my program to render. I've looked about, and I cannot see how this is done. As far as I can tell, kinect's depth values only work with pre-set ranged found in the depthStream. What I would like to do is make it modular so that I can change the depth range my kinect renders. I know this has been down before but I can't find anything online that can show me how to do this. Could someone please help me out? I have made it possible to render the standard depth view with the kinect, and the method that I have made for converting the depth frame is as follows (I've a feeling its something in here I need to set) private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream, int depthFrame32Length) { int tooNearDepth = depthStream.TooNearDepth; int tooFarDepth = depthStream.TooFarDepth; int unknownDepth = depthStream.UnknownDepth; byte[] depthFrame32 = new byte[depthFrame32Length]; for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < depthFrame32.Length; i16++, i32 += 4) { int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask; int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth; // transform 13-bit depth information into an 8-bit intensity appropriate // for display (we disregard information in most significant bit) byte intensity = (byte)(~(realDepth >> 8)); if (player == 0 && realDepth == 00) { // white depthFrame32[i32 + RedIndex] = 255; depthFrame32[i32 + GreenIndex] = 255; depthFrame32[i32 + BlueIndex] = 255; } // omitted other if statements. Simple changed the color of the pixels if they went out of the pre=set depth values else { // tint the intensity by dividing by per-player values depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]); depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]); depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]); } } return depthFrame32; } I have a strong hunch it's something I need to change in the int player and int realDepth values, but i can't be sure.

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  • Web Apps vs Web Services: 302s and 401s are not always good Friends

    - by Your DisplayName here!
    It is not very uncommon to have web sites that have web UX and services content. The UX part maybe uses WS-Federation (or some other redirect based mechanism). That means whenever an authorization error occurs (401 status code), this is picked by the corresponding redirect module and turned into a redirect (302) to the login page. All is good. But in services, when you emit a 401, you typically want that status code to travel back to the client agent, so it can do error handling. These two approaches conflict. If you think (like me) that you should separate UX and services into separate apps, you don’t need to read on. Just do it ;) If you need to mix both mechanisms in a single app – here’s how I solved it for a project. I sub classed the redirect module – this was in my case the WIF WS-Federation HTTP module and modified the OnAuthorizationFailed method. In there I check for a special HttpContext item, and if that is present, I suppress the redirect. Otherwise everything works as normal: class ServiceAwareWSFederationAuthenticationModule : WSFederationAuthenticationModule {     protected override void OnAuthorizationFailed(AuthorizationFailedEventArgs e)     {         base.OnAuthorizationFailed(e);         var isService = HttpContext.Current.Items[AdvertiseWcfInHttpPipelineBehavior.DefaultLabel];         if (isService != null)         {             e.RedirectToIdentityProvider = false;         }     } } Now the question is, how do you smuggle that value into the HttpContext. If it is a MVC based web service, that’s easy of course. In the case of WCF, one approach that worked for me was to set it in a service behavior (dispatch message inspector to be exact): public void BeforeSendReply( ref Message reply, object correlationState) {     if (HttpContext.Current != null)     {         HttpContext.Current.Items[DefaultLabel] = true;     } } HTH

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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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  • Play or Lift: which one is more explicit?

    - by Andrea
    I am going to investigate web development with Scala, and the choice is between learning Lift or Play: probably I will not have enough time to try both, at least at first. Now, many comparisons between the two are available on the internet, but I would like to know how do they compare with respect to being explicit and involving less magic. Let me explain what I mean by example. I have used, to various degrees, CakePHP, symfony2, Django and Grails. I feel a very clear distinction between Django and symfony2, which are very explicit about what you are doing, and Grails and CakePHP, which try to do their best to guess what you are trying to achieve and often feel "magical". Let me give some examples comparing Django and Grails. In Django, views are functions that take a request as input and return a response. You can instantiate explicitly an instance of HttpResponse and populate its body with a string, or you can use shortcut functions to leverage the template system. In any case the return value from your view always has the same type. In contrast, the render method from Grails is highly polymorphic. You can throw a context at it and it will try to render a template which is found by convention using that context. Or you can pass it a pair of a template path and a context and that will work too. Or a string. Or XML. Grails tries hard to make sense of whatever you return from your controller. In the Django ORM, each model class has a static attribute representing the manager for that class. That manager exposes a fluent interface to build querysets. In Grails, you can have a similar functionality by composing detached criteria. Still, the most common way to query objects seems to be the use of runtime-generated methods like FindUserByEmailNotNull or FindPostByDateGreaterThan. I will not go further, but my point is that in Django-like frameworks you have control over the whole flow of the request/response process, while in Grails-like ones I feel I only have to feel the blanks and the framework will manage the rest of the flow for me. This is not to criticize Grails or CakePHP; which type you prefer is mainly a matter of preference. In fact, I happen to like some aspects of Grails, but I feel more comfortable with a framework which does less for me. Back to the point of the question: which one among Play and Lift is more explicit about what you do and which one tries to simplify more what you have to do with a layer of "magic"?

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  • How can I fix broken i915 drivers for Intel GPUs?

    - by Alen Mujezinovic
    I've got troubles getting the i915 drivers to work correctly on my laptop (HP Pavilion DM4 2101ea). Specifically, the laptop screen goes black and stays black after the splash graphic when booting both from USB key and from harddrive. To get anything on to the display after the splash screen I have to boot either with acpi=off nomodeset i915.modeset=0 I'd rather not turn ACPI off because I like my fans spinning and nomodeset is a bit overkill, so for now I'm booting with i915.modeset=0. Unfortunately, this turns off KMS and my current maximum resolution on the laptop screen is fixed to 1024x768 instead of its real capability. When not setting any of the above boot flags and I plug in an external monitor, the external monitor works fine. When booting with the flags, the external monitor works fine too, but can only do 1024x768 and can't do anything else than mirroring the laptop display. I did upgrade the i915 drivers from 2.17 that ship with Precise to 2.19 which are the most recent ones but without luck of getting anything to display. Here's my lspci output: 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 00:16.0 Communication controller: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 (rev b5) 00:1c.2 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 3 (rev b5) 00:1c.4 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 5 (rev b5) 00:1d.0 USB controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation HM65 Express Chipset Family LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller (rev 05) 01:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) 02:00.0 Unassigned class [ff00]: Realtek Semiconductor Co., Ltd. RTS5116 PCI Express Card Reader (rev 01) 08:00.0 Ethernet controller: Atheros Communications Inc. AR8151 v2.0 Gigabit Ethernet (rev c0) Here's lshw -C video *-display UNCLAIMED description: VGA compatible controller product: 2nd Generation Core Processor Family Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list configuration: latency=0 resources: memory:c0000000-c03fffff memory:b0000000-bfffffff ioport:4000(size=64) Both outputs are generated after booting with i915.modeset=0. Here's a complete Xorg.log file from a boot into a black screen: https://gist.github.com/479ce06454e47d6123e1 The graphics card is a Intel HD 3000 integrated GPU. I've never had problems with Intel hardware on Ubuntu before so this is very surprising. If you could provide a method to make i915 work, suggest alternative drivers a way to boot with i915.modeset=0 but higher resolutions and KMS on or explain what is happening and how to fix it I'll give you an answer badge. :) Thanks

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  • Rails - How to use modal form to add object in one model, then reflect that change on main page?

    - by Jim
    I'm working on a Rails app and I've come across a situation where I'm unsure of the cleanest way to proceed. I posted a question on SO with code samples and such - it has received no answers, and the more I think about the problem, the more I think I might be approaching this the wrong way. (See the SO question at http://stackoverflow.com/questions/9521319/how-to-reference-form-when-rendering-partial-from-js-erb-file) So, in more of a generic architecture type question: Right now I have a form where a user can add a new recipe. The form also allows the user to select ingredients (it uses a collection_select which contains Ingredient.all). The catch is - I'd like the user to be able to add a new ingredient on the fly, without leaving the recipe form. Using a hidden div and some jQuery/AJAX, I have a link the user can click to popup a modal form containing ingredients/new.html.erb which is a simple form. When that form is submitted, I call ingredients/create.js.erb to validate the ingredient was saved and hide the modal div. Now I am back to my recipe form, but my collection_select hasn't updated. It seems I have a few choices here: try and re-render the collection_select portion of the form so it grabs a new list of ingredients. This was the method I was attempting when I wrote the SO question. The problem I run into is the partial I use for the collection_select needs the parent form passed in, and when I try and render from the JS file I don't know how to pass it the form object. Reload the recipe form. This works (the collection_select now contains the new ingredient), but the user loses any progress they made on the recipe form. I would need a way to persist the form data - I thought about manually passing the values back and forth, but that is sloppy and there has to be a better way... Try and manually insert the tags using jQuery - this would be simple, but because I'm allowing for multiple ingredients to be added, I can't be certain what ID to target. Now, I can't be the only person to have this issue - so is there an easier way I'm missing? I like option 2 above, but I don't know if there's an easy way to grab the entire params hash as if I had submitted the main recipes form. Hopefully someone can point me in the right direction so I can find an answer to this... If this doesn't make any sense at all, let me know - I can post code samples if you want, but most of the pertinent code is up on the SO question. Thanks!

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  • Throwing exception from a property when my object state is invalid

    - by Rumi P.
    Microsoft guidelines say: "Avoid throwing exceptions from property getters", and I normally follow that. But my application uses Linq2SQL, and there is the case where my object can be in invalid state because somebody or something wrote nonsense into the database. Consider this toy example: [Table(Name="Rectangle")] public class Rectangle { [Column(Name="ID", IsPrimaryKey = true, IsDbGenerated = true)] public int ID {get; set;} [Column(Name="firstSide")] public double firstSide {get; set;} [Column(Name="secondSide")] public double secondSide {get; set;} public double sideRatio { get { return firstSide/secondSide; } } } Here, I could write code which ensures that my application never writes a Rectangle with a zero-length side into the database. But no matter how bulletproof I make my own code, somebody could open the database with a different application and create an invalid Rectangle, especially one with a 0 for secondSide. (For this example, please forget that it is possible to design the database in a way such that writing a side length of zero into the rectangle table is impossible; my domain model is very complex and there are constraints on model state which cannot be expressed in a relational database). So, the solution I am gravitating to is to change the getter to: get { if(firstSide > 0 && secondSide > 0) return firstSide/secondSide; else throw new System.InvalidOperationException("All rectangle sides should have a positive length"); } The reasoning behind not throwing exceptions from properties is that programmers should be able to use them without having to make precautions about catching and handling them them. But in this case, I think that it is OK to continue to use this property without such precautions: if the exception is thrown because my application wrote a non-zero rectangle side into the database, then this is a serious bug. It cannot and shouldn't be handled in the application, but there should be code which prevents it. It is good that the exception is visibly thrown, because that way the bug is caught. if the exception is thrown because a different application changed the data in the database, then handling it is outside of the scope of my application. So I can't do anything about it if I catch it. Is this a good enough reasoning to get over the "avoid" part of the guideline and throw the exception? Or should I turn it into a method after all? Note that in the real code, the properties which can have an invalid state feel less like the result of a calculation, so they are "natural" properties, not methods.

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  • how this code works and how to modify this code to get my desrire work? [closed]

    - by imon_bayazid
    I dont understand how these code works here : m_MouseHookManager.MouseDoubleClick+=HookManager_MouseDoubleClick; m_MouseHookManager.MouseDoubleClick -= HookManager_MouseDoubleClick; m_KeyboardHookManager.KeyPress +=HookManager_KeyPress; m_KeyboardHookManager.KeyPress -=HookManager_KeyPress; My full Code is here : using System; using System.Windows.Forms; using MouseKeyboardActivityMonitor.WinApi; namespace MouseKeyboardActivityMonitor.Demo { public partial class TestFormHookListeners : Form { private readonly KeyboardHookListener m_KeyboardHookManager; private readonly MouseHookListener m_MouseHookManager; public TestFormHookListeners() { InitializeComponent(); m_KeyboardHookManager = new KeyboardHookListener(new GlobalHooker()); // Hooks are not active after instantiation. You need to use either Enabled property or call Start()()()() method m_KeyboardHookManager.Enabled = true;//True - The Hook is presently installed, activated, and will fire events. m_MouseHookManager = new MouseHookListener(new GlobalHooker()); m_MouseHookManager.Enabled = true; } #region Check boxes to set or remove particular event handlers. private void checkBoxMouseDoubleClick_CheckedChanged(object sender, EventArgs e) { if (checkBoxMouseDoubleClick.Checked) { m_MouseHookManager.MouseDoubleClick += HookManager_MouseDoubleClick; } else { m_MouseHookManager.MouseDoubleClick -= HookManager_MouseDoubleClick; } } private void checkBoxKeyPress_CheckedChanged(object sender, EventArgs e) { if (checkBoxKeyPress.Checked) { m_KeyboardHookManager.KeyPress +=HookManager_KeyPress; } else { m_KeyboardHookManager.KeyPress -=HookManager_KeyPress; } } #endregion #region Event handlers of particular events. They will be activated when an appropriate checkbox is checked. private void HookManager_KeyPress(object sender, KeyPressEventArgs e) { Log(string.Format("KeyPress \t\t {0}\n", e.KeyChar)); } private void HookManager_MouseDoubleClick(object sender, MouseEventArgs e) { Log(string.Format("MouseDoubleClick \t\t {0}\n", e.Button)); } private void Log(string text) { textBoxLog.AppendText(text); textBoxLog.ScrollToCaret(); } #endregion private void checkBoxEnabled_CheckedChanged(object sender, EventArgs e) { m_MouseHookManager.Enabled = checkBoxEnabled.Checked; m_KeyboardHookManager.Enabled = checkBoxEnabled.Checked; } private void radioHooksType_CheckedChanged(object sender, EventArgs e) { Hooker hook; if (radioApplication.Checked) { hook = new AppHooker();//Provides methods for subscription and unsubscription to application mouse and keyboard hooks. } else { hook = new GlobalHooker();//Provides methods for subscription and unsubscription to global mouse and keyboard hooks. } m_KeyboardHookManager.Replace(hook); m_MouseHookManager.Replace(hook);//hook->An AppHooker or GlobalHooker object. //Enables you to switch from application hooks to global hooks //and vice versa on the fly without unsubscribing from events. //Component remains enabled or disabled state after this call as it was before. //Declaration Syntax } private void HookManager_Supress(object sender, MouseEventExtArgs e) { if (e.Button != MouseButtons.Right) { return; } Log("Suppressed.\n"); e.Handled = true; } } } Can anybody help to understand that??? I want by this that whenever a F5 key-pressed my application will be active and then it checks if double-click happen it gives a message .... **How can i modify that.....??????**

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  • How to suggest using an ORM instead of stored procedures?

    - by Wayne M
    I work at a company that only uses stored procedures for all data access, which makes it very annoying to keep our local databases in sync as every commit we have to run new procs. I have used some basic ORMs in the past and I find the experience much better and cleaner. I'd like to suggest to the development manager and rest of the team that we look into using an ORM Of some kind for future development (the rest of the team are only familiar with stored procedures and have never used anything else). The current architecture is .NET 3.5 written like .NET 1.1, with "god classes" that use a strange implementation of ActiveRecord and return untyped DataSets which are looped over in code-behind files - the classes work something like this: class Foo { public bool LoadFoo() { bool blnResult = false; if (this.FooID == 0) { throw new Exception("FooID must be set before calling this method."); } DataSet ds = // ... call to Sproc if (ds.Tables[0].Rows.Count > 0) { foo.FooName = ds.Tables[0].Rows[0]["FooName"].ToString(); // other properties set blnResult = true; } return blnResult; } } // Consumer Foo foo = new Foo(); foo.FooID = 1234; foo.LoadFoo(); // do stuff with foo... There is pretty much no application of any design patterns. There are no tests whatsoever (nobody else knows how to write unit tests, and testing is done through manually loading up the website and poking around). Looking through our database we have: 199 tables, 13 views, a whopping 926 stored procedures and 93 functions. About 30 or so tables are used for batch jobs or external things, the remainder are used in our core application. Is it even worth pursuing a different approach in this scenario? I'm talking about moving forward only since we aren't allowed to refactor the existing code since "it works" so we cannot change the existing classes to use an ORM, but I don't know how often we add brand new modules instead of adding to/fixing current modules so I'm not sure if an ORM is the right approach (too much invested in stored procedures and DataSets). If it is the right choice, how should I present the case for using one? Off the top of my head the only benefits I can think of is having cleaner code (although it might not be, since the current architecture isn't built with ORMs in mind so we would basically be jury-rigging ORMs on to future modules but the old ones would still be using the DataSets) and less hassle to have to remember what procedure scripts have been run and which need to be run, etc. but that's it, and I don't know how compelling an argument that would be. Maintainability is another concern but one that nobody except me seems to be concerned about.

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  • Commerce, Anyway You Want It

    - by David Dorf
    I believe our industry is finally starting to realize the importance of letting consumers determine how, when, and where to interact with retailers.  Over the last few months I've seen several articles discussing the importance of removing the barriers between existing channels. Paula Rosenblum of RSR first brought the term omni-channel to my attention back in September. She stated, "omni-channel retail isn’t the merging of channels – rather, it’s the use of all possible channels (present and future) to enhance the customer experience in a profitable way." I added to her thoughts in this blog posting in which I said, "For retailers to provide an omni-channel experience, there needs to be one logical representation of products, prices, promotions, and customers across all channels. The only thing that varies is the presentation of the content based on the delivery mechanism (e.g. shelf labels, mobile phone, web site, print, etc.) and often these mechanisms can be combined in various ways." More recently Brian Walker of Gartner suggested we stop using the term multi-channel and begin thinking more about consumer touch-points. "It is time for organizations to leave their channel-oriented ways behind, and enter the era of agile commerce--optimizing their people, processes and technology to serve today's empowered, ever-connected customers across this rapidly evolving set of customer touch points." Now Jason Goldberg, better known as RetailGeek, says we should start breaking down the channel silos by re-casting the VP of E-Commerce as the VP of Digital Marketing, and change his/her focus to driving sales across all channels using digital media. This logic is based on the fact that consumers switch between channels, or touch-points as Brian prefers, as part of their larger buying process. Today's smart consumer leverages the Web, mobile, and stores to provide the best shopping experience, so retailers need to make this easier. Regardless of what we call it, the key take-away is that "multi-channel" is not only an antiquated term but also an idea who's time has passed.  Today, retailers must look at e-commerce, m-commerce, f-commerce, catalogs, and traditional store sales collectively and through the consumers' eyes.  The goal is not to drive sales through each channel but rather to just drive sales -- using whatever method the customer prefers.  There really should be just one cart.

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  • algorithm for project euler problem no 18

    - by Valentino Ru
    Problem number 18 from Project Euler's site is as follows: By starting at the top of the triangle below and moving to adjacent numbers on the row below, the maximum total from top to bottom is 23. 3 7 4 2 4 6 8 5 9 3 That is, 3 + 7 + 4 + 9 = 23. Find the maximum total from top to bottom of the triangle below: 75 95 64 17 47 82 18 35 87 10 20 04 82 47 65 19 01 23 75 03 34 88 02 77 73 07 63 67 99 65 04 28 06 16 70 92 41 41 26 56 83 40 80 70 33 41 48 72 33 47 32 37 16 94 29 53 71 44 65 25 43 91 52 97 51 14 70 11 33 28 77 73 17 78 39 68 17 57 91 71 52 38 17 14 91 43 58 50 27 29 48 63 66 04 68 89 53 67 30 73 16 69 87 40 31 04 62 98 27 23 09 70 98 73 93 38 53 60 04 23 NOTE: As there are only 16384 routes, it is possible to solve this problem by trying every route. However, Problem 67, is the same challenge with a triangle containing one-hundred rows; it cannot be solved by brute force, and requires a clever method! ;o) The formulation of this problems does not make clear if the "Traversor" is greedy, meaning that he always choosed the child with be higher value the maximum of every single walkthrough is asked The NOTE says, that it is possible to solve this problem by trying every route. This means to me, that is is also possible without! This leads to my actual question: Assumed that not the greedy one is the max, is there any algorithm that finds the max walkthrough value without trying every route and that doesn't act like the greedy algorithm? I implemented an algorithm in Java, putting the values first in a node structure, then applying the greedy algorithm. The result, however, is cosidered as wrong by Project Euler. sum = 0; void findWay(Node node){ sum += node.value; if(node.nodeLeft != null && node.nodeRight != null){ if(node.nodeLeft.value > node.nodeRight.value){ findWay(node.nodeLeft); }else{ findWay(node.nodeRight); } } }

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  • What are some reasonable stylistic limits on type inference?

    - by Jon Purdy
    C++0x adds pretty darn comprehensive type inference support. I'm sorely tempted to use it everywhere possible to avoid undue repetition, but I'm wondering if removing explicit type information all over the place is such a good idea. Consider this rather contrived example: Foo.h: #include <set> class Foo { private: static std::set<Foo*> instances; public: Foo(); ~Foo(); // What does it return? Who cares! Just forward it! static decltype(instances.begin()) begin() { return instances.begin(); } static decltype(instances.end()) end() { return instances.end(); } }; Foo.cpp: #include <Foo.h> #include <Bar.h> // The type need only be specified in one location! // But I do have to open the header to find out what it actually is. decltype(Foo::instances) Foo::instances; Foo() { // What is the type of x? auto x = Bar::get_something(); // What does do_something() return? auto y = x.do_something(*this); // Well, it's convertible to bool somehow... if (!y) throw "a constant, old school"; instances.insert(this); } ~Foo() { instances.erase(this); } Would you say this is reasonable, or is it completely ridiculous? After all, especially if you're used to developing in a dynamic language, you don't really need to care all that much about the types of things, and can trust that the compiler will catch any egregious abuses of the type system. But for those of you that rely on editor support for method signatures, you're out of luck, so using this style in a library interface is probably really bad practice. I find that writing things with all possible types implicit actually makes my code a lot easier for me to follow, because it removes nearly all of the usual clutter of C++. Your mileage may, of course, vary, and that's what I'm interested in hearing about. What are the specific advantages and disadvantages to radical use of type inference?

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  • As a tooling/automation developer, can I be making better use of OOP?

    - by Tom Pickles
    My time as a developer (~8 yrs) has been spent creating tooling/automation of one sort or another. The tools I develop usually interface with one or more API's. These API's could be win32, WMI, VMWare, a help-desk application, LDAP, you get the picture. The apps I develop could be just to pull back data and store/report. It could be to provision groups of VM's to create live like mock environments, update a trouble ticket etc. I've been developing in .Net and I'm currently reading into design patterns and trying to think about how I can improve my skills to make better use of and increase my understanding of OOP. For example, I've never used an interface of my own making in anger (which is probably not a good thing), because I honestly cannot identify where using one would benefit later on when modifying my code. My classes are usually very specific and I don't create similar classes with similar properties/methods which could use a common interface (like perhaps a car dealership or shop application might). I generally use an n-tier approach to my apps, having a presentation layer, a business logic/manager layer which interfaces with layer(s) that make calls to the API's I'm working with. My business entities are always just method-less container objects, which I populate with data and pass back and forth between my API interfacing layer using static methods to proxy/validate between the front and the back end. My code by nature of my work, has few common components, at least from what I can see. So I'm struggling to see how I can better make use of OOP design and perhaps reusable patterns. Am I right to be concerned that I could be being smarter about how I work, or is what I'm doing now right for my line of work? Or, am I missing something fundamental in OOP? EDIT: Here is some basic code to show how my mgr and api facing layers work. I use static classes as they do not persist any data, only facilitate moving it between layers. public static class MgrClass { public static bool PowerOnVM(string VMName) { // Perform logic to validate or apply biz logic // call APIClass to do the work return APIClass.PowerOnVM(VMName); } } public static class APIClass { public static bool PowerOnVM(string VMName) { // Calls to 3rd party API to power on a virtual machine // returns true or false if was successful for example } }

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • How to discriminate from two nodes with identical frequencies in a Huffman's tree?

    - by Omega
    Still on my quest to compress/decompress files with a Java implementation of Huffman's coding (http://en.wikipedia.org/wiki/Huffman_coding) for a school assignment. From the Wikipedia page, I quote: Create a leaf node for each symbol and add it to the priority queue. While there is more than one node in the queue: Remove the two nodes of highest priority (lowest probability) from the queue Create a new internal node with these two nodes as children and with probability equal to the sum of the two nodes' probabilities. Add the new node to the queue. The remaining node is the root node and the tree is complete. Now, emphasis: Remove the two nodes of highest priority (lowest probability) from the queue Create a new internal node with these two nodes as children and with probability equal to the sum of the two nodes' probabilities. So I have to take two nodes with the lowest frequency. What if there are multiple nodes with the same low frequency? How do I discriminate which one to use? The reason I ask this is because Wikipedia has this image: And I wanted to see if my Huffman's tree was the same. I created a file with the following content: aaaaeeee nnttmmiihhssfffouxprl And this was the result: Doesn't look so bad. But there clearly are some differences when multiple nodes have the same frequency. My questions are the following: What is Wikipedia's image doing to discriminate the nodes with the same frequency? Is my tree wrong? (Is Wikipedia's image method the one and only answer?) I guess there is one specific and strict way to do this, because for our school assignment, files that have been compressed by my program should be able to be decompressed by other classmate's programs - so there must be a "standard" or "unique" way to do it. But I'm a bit lost with that. My code is rather straightforward. It literally just follows Wikipedia's listed steps. The way my code extracts the two nodes with the lowest frequency from the queue is to iterate all nodes and if the current node has a lower frequency than any of the two "smallest" known nodes so far, then it replaces the highest one. Just like that.

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  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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  • How do you handle objects that need custom behavior, and need to exist as an entity in the database?

    - by Scott Whitlock
    For a simple example, assume your application sends out notifications to users when various events happen. So in the database I might have the following tables: TABLE Event EventId uniqueidentifier EventName varchar TABLE User UserId uniqueidentifier Name varchar TABLE EventSubscription EventUserId EventId UserId The events themselves are generated by the program. So there are hard-coded points in the application where an event instance is generated, and it needs to notify all the subscribed users. So, the application itself doesn't edit the Event table, except during initial installation, and during an update where a new Event might be created. At some point, when an event is generated, the application needs to lookup the Event and get a list of Users. What's the best way to link the event in the source code to the event in the database? Option 1: Store the EventName in the program as a fixed constant, and look it up by name. Option 2: Store the EventId in the program as a static Guid, and look it up by ID. Extra Credit In other similar circumstances I may want to include custom behavior with the event type. That is, I'll want subclasses of my Event entity class with different behaviors, and when I lookup an event, I want it to return an instance of my subclass. For instance: class Event { public Guid Id { get; } public Guid EventName { get; } public ReadOnlyCollection<EventSubscription> EventSubscriptions { get; } public void NotifySubscribers() { foreach(var eventSubscription in EventSubscriptions) { eventSubscription.Notify(); } this.OnSubscribersNotified(); } public virtual void OnSubscribersNotified() {} } class WakingEvent : Event { private readonly IWaker waker; public WakingEvent(IWaker waker) { if(waker == null) throw new ArgumentNullException("waker"); this.waker = waker; } public override void OnSubscribersNotified() { this.waker.Wake(); base.OnSubscribersNotified(); } } So, that means I need to map WakingEvent to whatever key I'm using to look it up in the database. Let's say that's the EventId. Where do I store this relationship? Does it go in the event repository class? Should the WakingEvent know declare its own ID in a static member or method? ...and then, is this all backwards? If all events have a subclass, then instead of retrieving events by ID, should I be asking my repository for the WakingEvent like this: public T GetEvent<T>() where T : Event { ... // what goes here? ... } I can't be the first one to tackle this. What's the best practice?

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  • /etc/postfix/transport missing; what should it look like?

    - by Thufir
    I'm following the mailman guide but couldn't locate /etc/postfix/ so created it as follows: root@dur:~# root@dur:~# cat /etc/postfix/transport dur.bounceme.net mailman: root@dur:~# root@dur:~# telnet localhost 25 Trying 127.0.0.1... Connected to localhost. Escape character is '^]'. 220 dur.bounceme.net ESMTP Postfix (Ubuntu) ehlo fqdn_test 250-dur.bounceme.net 250-PIPELINING 250-SIZE 10240000 250-VRFY 250-ETRN 250-STARTTLS 250-ENHANCEDSTATUSCODES 250-8BITMIME 250 DSN mail from:[email protected] 250 2.1.0 Ok rcpt to:thufir@localhost 451 4.3.0 <thufir@localhost>: Temporary lookup failure rcpt to:[email protected] 451 4.3.0 <[email protected]>: Temporary lookup failure quit 221 2.0.0 Bye Connection closed by foreign host. root@dur:~# root@dur:~# postconf -n alias_database = hash:/etc/aliases alias_maps = hash:/etc/aliases, hash:/var/lib/mailman/data/aliases append_dot_mydomain = no biff = no broken_sasl_auth_clients = yes config_directory = /etc/postfix default_transport = smtp home_mailbox = Maildir/ inet_interfaces = loopback-only mailbox_command = /usr/lib/dovecot/deliver -c /etc/dovecot/conf.d/01-mail-stack-delivery.conf -m "${EXTENSION}" mailbox_size_limit = 0 mailman_destination_recipient_limit = 1 mydestination = dur, dur.bounceme.net, localhost.bounceme.net, localhost myhostname = dur.bounceme.net mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 readme_directory = no recipient_delimiter = + relay_domains = lists.dur.bounceme.net relay_transport = relay relayhost = smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache smtp_use_tls = yes smtpd_banner = $myhostname ESMTP $mail_name (Ubuntu) smtpd_recipient_restrictions = reject_unknown_sender_domain, reject_unknown_recipient_domain, reject_unauth_pipelining, permit_mynetworks, permit_sasl_authenticated, reject_unauth_destination smtpd_sasl_auth_enable = yes smtpd_sasl_authenticated_header = yes smtpd_sasl_local_domain = $myhostname smtpd_sasl_path = private/dovecot-auth smtpd_sasl_security_options = noanonymous smtpd_sasl_type = dovecot smtpd_tls_auth_only = yes smtpd_tls_cert_file = /etc/ssl/certs/ssl-mail.pem smtpd_tls_key_file = /etc/ssl/private/ssl-mail.key smtpd_tls_mandatory_ciphers = medium smtpd_tls_mandatory_protocols = SSLv3, TLSv1 smtpd_tls_received_header = yes smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtpd_use_tls = yes tls_random_source = dev:/dev/urandom transport_maps = hash:/etc/postfix/transport root@dur:~# root@dur:~# tail /var/log/mail.log Aug 28 02:05:15 dur postfix/smtpd[20326]: connect from localhost[127.0.0.1] Aug 28 02:06:10 dur postfix/smtpd[20326]: warning: hash:/var/lib/mailman/data/aliases is unavailable. open database /var/lib/mailman/data/aliases.db: No such file or directory Aug 28 02:06:10 dur postfix/smtpd[20326]: warning: hash:/var/lib/mailman/data/aliases lookup error for "thufir@localhost" Aug 28 02:06:10 dur postfix/smtpd[20326]: NOQUEUE: reject: RCPT from localhost[127.0.0.1]: 451 4.3.0 <thufir@localhost>: Temporary lookup failure; from=<[email protected]> to=<thufir@localhost> proto=ESMTP helo=<fqdn_test> Aug 28 02:06:23 dur postfix/smtpd[20326]: warning: hash:/var/lib/mailman/data/aliases is unavailable. open database /var/lib/mailman/data/aliases.db: No such file or directory Aug 28 02:06:23 dur postfix/smtpd[20326]: warning: hash:/var/lib/mailman/data/aliases lookup error for "[email protected]" Aug 28 02:06:23 dur postfix/smtpd[20326]: NOQUEUE: reject: RCPT from localhost[127.0.0.1]: 451 4.3.0 <[email protected]>: Temporary lookup failure; from=<[email protected]> to=<[email protected]> proto=ESMTP helo=<fqdn_test> Aug 28 02:06:28 dur postfix/smtpd[20326]: disconnect from localhost[127.0.0.1] Aug 28 02:06:49 dur dovecot: pop3-login: Login: user=<thufir>, method=PLAIN, rip=127.0.0.1, lip=127.0.0.1, mpid=20338, TLS Aug 28 02:06:49 dur dovecot: pop3(thufir): Disconnected: Logged out top=0/0, retr=0/0, del=0/0, size=0 root@dur:~# The manual page is here.

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • SFML 2.0 Too Many Variables in Class Preventing Draw To Screen

    - by Josh
    This is a very strange phenomenon to me. I have a class definition for a game, but when I add another variable to the class, the draw method does not print everything to the screen. It will be easier understood showing the code and output. Code for good draw output: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; //int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: Code for missing draw: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: As you can see, all I do is un-comment the protected array and most of the pegs are gone from the right hand side. I have checked and made sure that I didn't accidentally created a variable with that name already. I haven't used it anywhere. Why does it not draw the remaining pegs as it should? My only thought is that maybe I am declaring too many variables for the class, but that doesn't really make sense to me. Any thoughts and help is greatly appreciated.

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  • NetBeans IDE 7.3 Knows Null

    - by Geertjan
    What's the difference between these two methods, "test1" and "test2"? public int test1(String str) {     return str.length(); } public int test2(String str) {     if (str == null) {         System.err.println("Passed null!.");         //forgotten return;     }     return str.length(); } The difference, or at least, the difference that is relevant for this blog entry, is that whoever wrote "test2" apparently thinks that the variable "str" may be null, though did not provide a null check. In NetBeans IDE 7.3, you see this hint for "test2", but no hint for "test1", since in that case we don't know anything about the developer's intention for the variable and providing a hint in that case would flood the source code with too many false positives:  Annotations are supported in understanding how a piece of code is intended to be used. If method return types use @Nullable, @NullAllowed, @CheckForNull, the value is considered to be "strongly possible to be null", as well as if the variable is tested to be null, as shown above. When using @NotNull, @NonNull, @Nonnull, the value is considered to be non-null. (The exact FQNs of the annotations are ignored, only simple names are checked.) Here are examples showing where the hints are displayed for the non-null hints (the "strongly possible to be null" hints are not shown below, though you can see one of them in the screenshot above), together with a comment showing what is shown when you hover over the hint: There isn't a "one size fits all" refactoring for these various instances relating to null checks, hence you can't do an automated refactoring across your code base via tools in NetBeans IDE, as shown yesterday for class member reordering across code bases. However, you can, instead, go to Source | Inspect and then do a scan throughout a scope (e.g., current file/package/project or combinations of these or all open projects) for class elements that the IDE identifies as potentially having a problem in this area: Thanks to Jan Lahoda, who reports that this currently also works in NetBeans IDE 7.3 dev builds for fields but that may need to be disabled since right now too many false positives are returned, for help with the info above and any misunderstandings are my own fault!

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