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  • Scaling background without scaling foreground in platformer?

    - by David Xu
    I'm currently developing a platform game and I've run into a problem with scaling resolutions. I want a different resolution of the game to still display the foreground unscaled (characters, tiles, etc) but I want the background to be scaled to fit into the window. To explain this better, my viewport has 4 variables: (x, y, width, height) where x and y are the top left corner and width and height are the dimensions. These can be either 800x600, 1024x768 or 1280x960. When I design my levels, I design everything for the highest resolution (1280x960) and expect the game engine to scale it down if a user is running in a lower resolution. I have tried the following to make it work but nothing I've come up with solves it so far: scale = view->width/1280; drawX = x * scale; drawY = y * scale; (this makes the translation too small for low resolution) and scale = view->width/1280; bgWidth = background->width*scale; bgHeight = background->height*scale; drawX = x + background->width/2 - bgWidth/2; drawY = y + background->height/2 - bgHeight/2; (this makes the translation completely wrong at the edges of the map) The thing is, no matter what resolution the game is run at, the map remains the same size, and the foreground is unscaled. (With a lower resolution you just see less of the foreground in the viewport) I was wondering if anyone had any idea how to solve this problem? Thank you in advance!

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  • Combinatorics grouping problem

    - by Harry Pap
    I'm looking for an algorithm in c# that solves a combinatorics problem: Assume i have the objects 1,2,3,4 I want to get all possible ways to group these object in multiple groups, that each time contain all objects. Order is not important. Example: <1,2,3,4 <1,2 / 3,4 <1,3 / 2,4 <1,4 / 3,2 <1,2,3 / 4 <1,2,4 / 3 <1,3,4 / 2 <2,3,4 / 1 <1 / 2 / 3 / 4 In the first case there is one group that contain all 4 objects. Next are cases with 2 groups that contain all objects in many different ways. The last case is 4 groups, that each one contains only one object.

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  • AceCypher is an Addictive Cypher Slide Puzzle Game

    - by Akemi Iwaya
    Are you ready for a game that will test your logical thinking skills while providing hours of fun? Then you may want to have a look at this awesome cypher slide puzzler! AceCypher is great puzzle game for those times when you only have a few minutes to play or want a fun way to pass the time while relaxing. The overall premise and style of game play for AceCypher is simple. You move individual rows (left, right) or columns (up, down) one space at a time in order to shift the positions of numbers on the game board through ’round-a-bout’ trading. The goal is to make the four numbers in the red square match the code shown in the upper right corner (including positions). Sounds simple so far, right? But the challenge comes from the random boards you will be given to work with…some will not be too hard to solve while others will tax your brain (and patience!) quite well.     

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  • ConnectionKit & iPhone SDK

    - by Wilco
    I'm still getting my feet wet with the iPhone SDK, but I'm wondering if it would be possible to get the ConnectionKit framework working for an iPhone app. I know it was developed for the desktop OS, so I'm not sure what sort of dependencies it has and whether or not it could be shoehorned into the iPhone OS. In my case, I would like to use its FTP functionality, though having access to this entire framework could prove useful for future projects as well. Any ideas or experience trying this? In case it helps, here's the official ConnectionKit site: http://opensource.utr-software.com/connection/

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  • How to Transpose Rows and Columns in Excel 2013

    - by Lori Kaufman
    You’ve setup your worksheet with all your row and column headings and you’ve entered all your data. Then, you discover that it would look better if the rows were the columns and the columns were the rows. How do you accomplish this easily? There is an easy way to convert your rows to columns and vice versa using the Transpose feature in Excel. We’ll show you how. Select the cells containing the headings and data you want to transpose. Click Copy or press Ctrl + C. Click in a blank cell on the spreadsheet. This cell will be the top, left corner of the new table of data. Click the down arrow on the Paste button and select Paste Special from the drop-down menu. On the Paste Special dialog box, select the Transpose check box so there is a check mark in the box and click OK. The rows become the columns and the columns become the rows. The original set of data still exists. You can select those cells and delete the headings and data, if desired. Isn’t that a lot easier and faster than retyping all your data?     

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  • Is it proper to get and especially set Perl module's global variables directly?

    - by DVK
    I was wondering what the best practice in Perl is regarding getting - or, more importantly, setting - a global variable of some module by directly accessing $Module::varName in case the module didn't provide getter/setter method for it. The reason it smells bad to me is the fact that it sort of circumvents encapsulation. Just because I can do it in Perl, I'm not entirely certain I should (assuming there actually is an alternative such as adding a getter/setter to the module). I'm asking this because I'm about to request an addition of a getter/setter for a global variable in one of the core Perl modules, and I would like to avoid it soundly and unanimously rejected on the grounds of "Why the heck do you need one when you can access the variable in the package directly?" - in case doing the latter is actually considered perfectly OK by the community.

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  • mysql query the latest date

    - by user295189
    I am running this query SEL ECT sh.*, u.initials AS initals FROM database1.table1 AS sh JOIN database2.user AS u ON u.userID = sh.userid WHERE id = 123456 AND dts = ( SELECT MAX(dts) from database1.table1 ) ORDER BY sort_by, category In the table1 I have records like this dts status category sort_by 2010-04-29 12:20:27 Civil Engineers Occupation 1 2010-04-28 12:20:27 Civil Engineers Occupation 1 2010-04-28 12:20:54 Married Marital Status 2 2010-04-28 12:21:15 Smoker Tobbaco 3 2010-04-27 12:20:27 Civil Engineers Occupation 1 2010-04-27 12:20:54 Married Marital Status 2 2010-04-27 12:21:15 Smoker Tobbaco 3 2010-04-26 12:20:27 Civil Engineers Occupation 1 2010-04-26 12:20:54 Married Marital Status 2 2010-04-26 12:21:15 Smoker Tobbaco 3 so if you look at my data, I am choosing the latest entry by category and sort_id. however in some case such as on 29th (2010-04-29 12:20:27) I have only one record. So in this case I want to show occupation for latest and then the rest of them (latest). But currently it displays only one row. Thanks

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  • Computing orientation of a square and displaying an object with the same orientation

    - by Robin
    Hi, I wrote an application which detects a square within an image. To give you a good understanding of how such an image containing such a square, in this case a marker, could look like: What I get, after the detection, are the coordinates of the four corners of my marker. Now I don't know how to display an object on my marker. The object should have the same rotation/angle/direction as the marker. Are there any papers on how to achieve that, any algorithms that I can use that proofed to be pretty solid/working? It doesn't need to be a working solution, it could be a simple description on how to achieve that or something similar. If you point me at a library or something, it should work under linux, windows is not needed but would be great in case I need to port the application at some point. I already looked at the ARToolkit but they you camera parameter files and more complex matrices while I only got the four corner points and a single image instead of a whole video / camera stream.

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  • Where is the virtual function call overhead?

    - by Semen Semenych
    Hello everybody, I'm trying to benchmark the difference between a function pointer call and a virtual function call. To do this, I have written two pieces of code, that do the same mathematical computation over an array. One variant uses an array of pointers to functions and calls those in a loop. The other variant uses an array of pointers to a base class and calls its virtual function, which is overloaded in the derived classes to do absolutely the same thing as the functions in the first variant. Then I print the time elapsed and use a simple shell script to run the benchmark many times and compute the average run time. Here is the code: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } void function_not( double *d ) { *d = sin(*d); } void function_and( double *d ) { *d = cos(*d); } void function_or( double *d ) { *d = tan(*d); } void function_xor( double *d ) { *d = sqrt(*d); } void ( * const function_table[4] )( double* ) = { &function_not, &function_and, &function_or, &function_xor }; int main(void) { srand(time(0)); void ( * index_array[100000] )( double * ); double array[100000]; for ( long int i = 0; i < 100000; ++i ) { index_array[i] = function_table[ rand() % 4 ]; array[i] = ( double )( rand() / 1000 ); } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( long int i = 0; i < 100000; ++i ) { index_array[i]( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } and here is the virtual function variant: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } class A { public: virtual void calculate( double *i ) = 0; }; class A1 : public A { public: void calculate( double *i ) { *i = sin(*i); } }; class A2 : public A { public: void calculate( double *i ) { *i = cos(*i); } }; class A3 : public A { public: void calculate( double *i ) { *i = tan(*i); } }; class A4 : public A { public: void calculate( double *i ) { *i = sqrt(*i); } }; int main(void) { srand(time(0)); A *base[100000]; double array[100000]; for ( long int i = 0; i < 100000; ++i ) { array[i] = ( double )( rand() / 1000 ); switch ( rand() % 4 ) { case 0: base[i] = new A1(); break; case 1: base[i] = new A2(); break; case 2: base[i] = new A3(); break; case 3: base[i] = new A4(); break; } } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( int i = 0; i < 100000; ++i ) { base[i]->calculate( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } My system is LInux, Fedora 13, gcc 4.4.2. The code is compiled it with g++ -O3. The first one is test1, the second is test2. Now I see this in console: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.0153142 0.0153166 Well, more or less, I think. And then, this: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.01531 0.0152476 Where are the 25% which should be visible? How can the first executable be even slower than the second one? I'm asking this because I'm doing a project which involves calling a lot of small functions in a row like this in order to compute the values of an array, and the code I've inherited does a very complex manipulation to avoid the virtual function call overhead. Now where is this famous call overhead?

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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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  • Missing Print Option in Google Maps? Here Is How You Find it.

    - by Gopinath
    Summary: Wondering how to print driving directions on new version of Google Directions as there is no print icon on maps home page? Its buried under layers and you can access it by  searching for required directions first and then click on List all steps to see Print icon on top right section. The classic version of Google Maps had  Print option in a prominent location on home page and it was easy to access it to print driving directions. But in the new version of Google Maps, for good or bad Google decided to remove Print option from the home screen.This left many Google Maps users wondering how to print driving directions. In the new version of Google Maps, the Print option is displayed only when you view the full list of driving directions. Here are the simple steps to be followed for printing driving directions on new Google Maps Open Google Maps. Search for directions and click List all steps in the directions card. Click printer icon in the top right corner. Tada!! You found a way to print your directions. Here is an nice animation of instructions to print directions provided by Google    

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  • How to strink matrix using array mask in Matlab?

    - by Pyrolistical
    This seems to be a very common problem of mine. data = [1 2 3; 4 5 6]; mask = [true false true]; mask = repmat(mask, 2, 1); data(mask) ==> [1; 4; 3; 6] What I wanted was [1 3; 4 6] Yes I can just reshape it to the right size, but that seems the wrong way to do it. Is there a better way? Why doesn't data(mask) return a matrix when it is actually rectangular? I understand in the general case it may not be, but in my case since my original mask is an array it always will be.

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  • How to zero out a drive?

    - by Mohd Arafat Hossain
    I'm currently running Ubuntu 12.04 and want to completely format my laptop so I can install Windows 7 (replace Ubuntu). When I put in my bootable USB with the OS it just shows a black screen with a white blinking cursor on the top left corner. I wait for hours (to be specific 5 whole hours) waiting for something to happen but I get nothing, so I pull out the USB and my Ubuntu 12.04 loads up. Repeated this several times with putting different boot priority options on top-est that relate to USB but the results are same. I go and visit some sites on the net like this http://www.techspot.com/community/topics/cant-replace-ubuntu-with-windows.175716/ that say I have to zero out my hard drive. My question is how? Note: Erasing out all my data is no problem cause I have nothing important to backup. If I have to lose my primary OS (Ubuntu 12.04) in the process I am ready to as my aim is just to install Windows 7 successfully. Please don't answer that there is something wrong with my USB or my USB reader/port/hardware or the content inside the USB cause they all works fine on my brothers PC as it boots up flawlessly.

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  • Multitouch script (using xinput) no longer working

    - by Pitto
    #!/bin/bash # # list of synaptics device properties http://www.x.org/archive/X11R7.5/doc/man/man4/synaptics.4.html#sect4 # list current synaptics device properties: xinput list-props '"SynPS/2 Synaptics TouchPad"' # sleep 5 #added delay... xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Device Enabled" 8 1 xinput --set-prop --type=int --format=32 "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Pressure" 4 xinput --set-prop --type=int --format=32 "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Width" 9 # Below width 1 finger touch, above width simulate 2 finger touch. - value=pad-pixels xinput --set-prop --type=int --format=8 "SynPS/2 Synaptics TouchPad" "Synaptics Edge Scrolling" 1 1 0 # vertical, horizontal, corner - values: 0=disable 1=enable xinput --set-prop --type=int --format=32 "SynPS/2 Synaptics TouchPad" "Synaptics Jumpy Cursor Threshold" 250 # stabilize 2 finger actions - value=pad-pixels #xinput --set-prop --type=int --format=8 "SynPS/2 Synaptics TouchPad" "Synaptics Tap Action" 0 0 0 0 1 2 3 # pad corners rt rb lt lb tap fingers 1 2 3 (can't simulate more then 2 tap fingers AFAIK) - values: 0=disable 1=left 2=middle 3=right etc. (in FF 8=back 9=forward) xinput --set-prop --type=int --format=8 "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Scrolling" 1 0 # vertical scrolling, horizontal scrolling - values: 0=disable 1=enable #xinput --set-prop --type=int --format=8 "SynPS/2 Synaptics TouchPad" "Synaptics Circular Scrolling" 1 #xinput --set-prop --type=int --format=8 "SynPS/2 Synaptics TouchPad" "Synaptics Circular Scrolling Trigger" 3 Hello everybody... The above script allowed me to use happily multitouch for a month... Now if I do a two fingers scrolling the mouse cursor just runs on the screen like possessed... Any hints?

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  • Determining if a .NET type is dynamic (created using Reflection.Emit)

    - by Diego Mijelshon
    While the .NET 4 framework provides the Assembly.IsDynamic method, that's not the case with .NET 2.0/3.5. The use case is simple: for logging purposes, I want to determine the underlying type name of an entity that might be wrapped by a dynamic proxy without having any references to NHibernate or Castle (which know about the proxy) For example, I might have a CatProxYadaYada, but I'm interested in Cat. What's the easiest way to get that type? I was thinking of this skeleton: var type = obj.GetType(); while (IsProxy_Dynamic_Whatever(obj)) type = type.BaseType; return type;

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  • Pros and cons of using JSON for WCF service

    - by brz dot net
    What are the pros and cons of the following 2 cases: Case I: Traditional way: Add service reference in project. Create object and Get data from service on server side and bind to asp.net grid. Case II: Update Service for JSON behavior. Add service reference in project. Call service from javascript to get data. Bind data to jquery grid. Which one is the best approach and why?(Not developer point of view) If there is another approach which is more optimized, please explain it.

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  • Handling hundreds of actions in Struts2

    - by Roberto
    Hi all, I've inherited a struts 1 web application where, in order to reduce the number of Action classes (I guess this is the reason), lots of actions are mapped inside a single Action class, like: public XXXAction() throws Exception{ actions = new Hashtable(); actions.put("/XXX/main/load", new Integer(0)); actions.put("/XXX/main/save", new Integer(1)); ...... } public ActionForward executeAction(ActionMapping mapping, ActionForm form, HttpServletRequest req, HttpServletResponse res) throws IOException, ServletException { try { switch (((Integer) actions.get(action)).intValue()) { case 0: loadXXXMain(); break; case 1: ....... and so on (in some Action classes I have almost one hundred of these small actions). Now I'm looking at migrate to struts2 and I would like to have a cleaner and better solution to handle this, maybe without having a single Action class for each of these small classes. What do you suggest? I don't like this solution, but I don't like having hundreds of Action classes.... Thanks! Roberto

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  • Tracking finger move in order to rotate a triangle : tracking is not perfect

    - by Laurent BERNABE
    I've written a custom view, with the OpenGL_1 technology, in order to let user rotate a red triangle just by dragging it along x axis. (Will give a rotation around Y axis). It works, but there is a bit of latency when dragging from one direction to the other (without releasing the mouse/finger). So it seems that my code is not yet "goal perfect". (I am convinced that no code is perfect in itself). I thought of using a quaternion, but maybe it won't be so usefull : must I really use a Quaternion (or a kind of Matrix) ? I've designed application for Android 4.0.3, but it could fit into Android api 3 (Android 1.5) as well (at least, I think it could). So here is my main layout : activity_main.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <com.laurent_bernabe.android.triangletournant3d.MyOpenGLView android:layout_width="match_parent" android:layout_height="match_parent" /> </LinearLayout> Here is my main activity : MainActivity.java package com.laurent_bernabe.android.triangletournant3d; import android.app.Activity; import android.os.Bundle; import android.support.v4.app.NavUtils; import android.view.Menu; import android.view.MenuItem; public class MainActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_main, menu); return true; } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case android.R.id.home: NavUtils.navigateUpFromSameTask(this); return true; } return super.onOptionsItemSelected(item); } } And finally, my OpenGL view MyOpenGLView.java package com.laurent_bernabe.android.triangletournant3d; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Point; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLU; import android.util.AttributeSet; import android.view.MotionEvent; public class MyOpenGLView extends GLSurfaceView implements Renderer { public MyOpenGLView(Context context, AttributeSet attrs) { super(context, attrs); setRenderer(this); } public MyOpenGLView(Context context) { this(context, null); } @Override public boolean onTouchEvent(MotionEvent event) { int actionMasked = event.getActionMasked(); switch(actionMasked){ case MotionEvent.ACTION_DOWN: savedClickLocation = new Point((int) event.getX(), (int) event.getY()); break; case MotionEvent.ACTION_UP: savedClickLocation = null; break; case MotionEvent.ACTION_MOVE: Point newClickLocation = new Point((int) event.getX(), (int) event.getY()); int dx = newClickLocation.x - savedClickLocation.x; angle += Math.toRadians(dx); break; } return true; } @Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0f, 0f, 5f, 0f, 0f, 0f, 0f, 1f, 0f ); gl.glRotatef(angle, 0f, 1f, 0f); gl.glColor4f(1f, 0f, 0f, 0f); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, triangleCoordsBuff); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl, 60f, (float) width / height, 0.1f, 10f); gl.glMatrixMode(GL10.GL_MODELVIEW); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_DEPTH_TEST); gl.glClearDepthf(1.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); buildTriangleCoordsBuffer(); } private void buildTriangleCoordsBuffer() { ByteBuffer buffer = ByteBuffer.allocateDirect(4*triangleCoords.length); buffer.order(ByteOrder.nativeOrder()); triangleCoordsBuff = buffer.asFloatBuffer(); triangleCoordsBuff.put(triangleCoords); triangleCoordsBuff.rewind(); } private float [] triangleCoords = {-1f, -1f, +1f, -1f, +1f, +1f}; private FloatBuffer triangleCoordsBuff; private float angle = 0f; private Point savedClickLocation; } I don't think I really have to give you my manifest file. But I can if you think it is necessary. I've just tested on Emulator, not on real device. So, how can improve the reactivity ? Thanks in advance.

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  • CodeGolf: Brothers

    - by John McClane
    Hi guys, I just finished participating in the 2009 ACM ICPC Programming Conest in the Latinamerican Finals. These questions were for Brazil, Bolivia, Chile, etc. My team and I could only finish two questions out of the eleven (not bad I think for the first try). Here's one we could finish. I'm curious to seeing any variations to the code. The question in full: ps: These questions can also be found on the official ICPC website available to everyone. In the land of ACM ruled a greeat king who became obsessed with order. The kingdom had a rectangular form, and the king divided the territory into a grid of small rectangular counties. Before dying the king distributed the counties among his sons. The king was unaware of the rivalries between his sons: The first heir hated the second but not the rest, the second hated the third but not the rest, and so on...Finally, the last heir hated the first heir, but not the other heirs. As soon as the king died, the strange rivaly among the King's sons sparked off a generalized war in the kingdom. Attacks only took place between pairs of adjacent counties (adjacent counties are those that share one vertical or horizontal border). A county X attacked an adjacent county Y whenever X hated Y. The attacked county was always conquered. All attacks where carried out simultanously and a set of simultanous attacks was called a battle. After a certain number of battles, the surviving sons made a truce and never battled again. For example if the king had three sons, named 0, 1 and 2, the figure below shows what happens in the first battle for a given initial land distribution: INPUT The input contains several test cases. The first line of a test case contains four integers, N, R, C and K. N - The number of heirs (2 <= N <= 100) R and C - The dimensions of the land. (2 <= R,C <= 100) K - Number of battles that are going to take place. (1 <= K <= 100) Heirs are identified by sequential integers starting from zero. Each of the next R lines contains C integers HeirIdentificationNumber (saying what heir owns this land) separated by single spaces. This is to layout the initial land. The last test case is a line separated by four zeroes separated by single spaces. (To exit the program so to speak) Output For each test case your program must print R lines with C integers each, separated by single spaces in the same format as the input, representing the land distribution after all battles. Sample Input: Sample Output: 3 4 4 3 2 2 2 0 0 1 2 0 2 1 0 1 1 0 2 0 2 2 2 0 0 1 2 0 0 2 0 0 0 1 2 2 Another example: Sample Input: Sample Output: 4 2 3 4 1 0 3 1 0 3 2 1 2 2 1 2

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  • Silverlight 4, MVVM and Test-Driven Development

    - by Martin Hinshelwood
    As part of his UK tour Microsoft's Jesse Liberty will be talking in Edinburgh for an evening on Silverlight 4. [Register Now, there are some places left]  The Talk MVVM and Silverlight to build test-driven programs Understanding Refactoring and Dependency Injection A Walk through of a non-trivial application The Speaker Jesse Liberty, Silverlight Geek, is a Developer Community Program Manager for Microsoft (US). Lately he has been focused on Component-based, Test-Driven, Cross-platform line-of-business application development, and has led the development of the open source  Silverlight HyperVideo Platform. Liberty is the author of over two dozen books, and his blog is a required resource for Silverlight programmers. His twenty years of programming experience include stints as a Distinguished Software Engineer at AT&T; Vice President of Human-Computer Interaction at Citibank and Software Architect at PBS/Learning Link. The Venue We are meeting at Microsoft's offices in Edinburgh in Waterloo Place. This is the building on the corner of North Bridge at the east end of Princes Street. Parking can be found at the nearby Greenside Row car park which is just off Leith Walk (used for the Omni Centre). The venue is approximately 2-3 minutes walk away from Edinburgh Waverly train station. The Agenda 18:30 Doors open 19:00 Welcome 19:10 Part 1 20:00 Break 20:10 Part 2 20:50 Feedback and Prizes 21:00 End   [Register Now, there are some places left] Technorati Tags: Silverlight,MVVM,TDD

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  • Screen becomes black after pressing dash or alt-tab

    - by cegerxwin
    I did an upgrade from 11.04 to 11.10. Unity 3d becomes a black screen after pressing the dash-button or after pressing alt-tab to switch between open windows. I can see the panel on the top(lock,sound,..) and the panel on the left (launcher) but the rest is black. It looks like a maximised black window. The open Windows are active but I cant see them. I logout by pressing logout in the right top corner and pressing enter (because logout is default focused on the dialogue screen) and leave unity3d. Unity3d worked with 11.04 very good. If I press the dash button the dash looks like an 16-Bit or 8-Bit window and buttons for maximise, minimise and close are displayed and looks inverted. I have rebooted my notebook just now and log in to Unity 3D and tested some features of Unity and everything works well. The black thing is only a layer. I can use my desktop but cant see anything because of the layer, but everything works. It seems so, that a layer appear when pressing dash or alt-tab and does not disappear when close dash or choose a running app with alt-tab. you will see the necessary info related video problems: Unity support: /usr/lib/nux/unity_support_test -p OpenGL vendor string: X.Org R300 Project OpenGL renderer string: Gallium 0.4 on ATI RC410 OpenGL version string: 2.1 Mesa 7.11-devel Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes xorg glxinfo lspci -nn | grep VGA 01:05.0 VGA compatible controller [0300]: ATI Technologies Inc RC410 [Radeon Xpress 200M] [1002:5a62]

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  • Solaris Tech Day mit Engineering 3.12. Frankfurt

    - by Franz Haberhauer
    Am Dienstag, den 3. Dezember 2013 haben wir den Chef des Solaris Engineering Markus Flierl mit einigen seiner Engineers und Joost Pronk vom Produkt Management zu Gast in unserer Geschäftstelle in Dreieich (Frankfurt). Wir nutzen diese Gelegenheit, Ihnen bei einem Solaris Tech Day direkt von der Quelle tiefe Einblicke in Solaris-Technologien zu geben: Agenda Time Session Speaker 09:00 Registration and Breakfast 09:45 Oracle Solaris - Strategy, Engineering Insights, Roadmap, and a Glimpse on Solaris in Oracle's IT Markus Flierl 11:15 Coffee 11:35 Oracle Solaris 11.1: The Best Platform for Oracle - The Technologies Behind the Scenes Bart Smaalders 12:35 Lunch 13:25 Solaris Security: Reduce Risk , Deliver Secure Services, and Monitor Compliance Darren Moffat 14:10 Solaris 11 Provisioning and SMF - Insights from the Lead Engineers Bart Smaalders & Liane Praza 14:55 Solaris Data Management - ZFS, NFS, dNFS, ASM, and OISP Integration with the Oracle DB Darren Moffat 15:25 Coffee 15:45 Solaris 10 Patches and Solaris SRUs - News and Best Practices Gerry Haskins 16:30 Cloud Formation: Implementing IaaS in Practice with Oracle Solaris Joost Pronk 17:00 Q&A panel - All presenters and Solaris engineers Bitte registrieren Sie sich hier, um sich einen Platz bei dieser außergewöhnlichen Veranstaltung zu sichern. Es lohnt sich übrigens auch mal in die Blogs von  Markus Flierl mit einem interessanten Beitrag zu Eindrücken und Ausblicken von der Oracle Open World 2013 oder den von  Darren Moffat zu schauen. Gerry Haskins schreibt als Director Solaris Lifecycle Engineering gleich in zwei Blogs - der Patch Corner mit Schwerpunkt Solaris 10 und dem Solaris 11 Maintenance Lifecycle. Bereits in der kommenden Woche findet in Nürnberg die DOAG 2013 Konferenz und Ausstellung mit einem breiten Spektrum an Vorträgen rund um Solaris statt - insbesondere auch mit vielen Erfahrungsberichten aus der Praxis.

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  • Using Django Admin for a custom database solution

    - by Prashanth Ellina
    A client wants to have a simple intranet application to manage his process. He runs a Quarry and wishes to track number of loads delivered per day and associated activities. Since I knew about Django's excellent Admin interface, I figured I could define the "Schema" in models.py and have Django Admin generate the forms. I did exactly that and the result is not bad at all. I've been able to customize the look and feel to suit the client's taste. Some questions: Is Django Admin the right choice for such a use-case? Will I run to problems in the future due to flexibility of the framework? Is there a better framework out there specifically designed for this use-case (general Database management for small businesses)? I prefer ones written in Python since I can hack it up to customize. Thanks!

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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