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  • Is there any text editor for windows which can save files with code highlight for viewing

    - by user1713836
    I want some software for Windows where I can save code snippets and other daily usable commands in one file. Everyday I find some small code snippets which I want to save in a single file. Just like we have code snippet savers online, I want something offline on Windows, basically with all the features Microsoft Word has, but with code highlight. It should be lightweight like Notepad++. I mean if I select the code and then press some button, it should change the color according to the language. Currently I use Notepad++, but in it, I can't select small code snippets on one page. It either highlights the entire file or nothing.

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  • Polite busy-waiting with WRPAUSE on SPARC

    - by Dave
    Unbounded busy-waiting is an poor idea for user-space code, so we typically use spin-then-block strategies when, say, waiting for a lock to be released or some other event. If we're going to spin, even briefly, then we'd prefer to do so in a manner that minimizes performance degradation for other sibling logical processors ("strands") that share compute resources. We want to spin politely and refrain from impeding the progress and performance of other threads — ostensibly doing useful work and making progress — that run on the same core. On a SPARC T4, for instance, 8 strands will share a core, and that core has its own L1 cache and 2 pipelines. On x86 we have the PAUSE instruction, which, naively, can be thought of as a hardware "yield" operator which temporarily surrenders compute resources to threads on sibling strands. Of course this helps avoid intra-core performance interference. On the SPARC T2 our preferred busy-waiting idiom was "RD %CCR,%G0" which is a high-latency no-nop. The T4 provides a dedicated and extremely useful WRPAUSE instruction. The processor architecture manuals are the authoritative source, but briefly, WRPAUSE writes a cycle count into the the PAUSE register, which is ASR27. Barring interrupts, the processor then delays for the requested period. There's no need for the operating system to save the PAUSE register over context switches as it always resets to 0 on traps. Digressing briefly, if you use unbounded spinning then ultimately the kernel will preempt and deschedule your thread if there are other ready threads than are starving. But by using a spin-then-block strategy we can allow other ready threads to run without resorting to involuntary time-slicing, which operates on a long-ish time scale. Generally, that makes your application more responsive. In addition, by blocking voluntarily we give the operating system far more latitude regarding power management. Finally, I should note that while we have OS-level facilities like sched_yield() at our disposal, yielding almost never does what you'd want or naively expect. Returning to WRPAUSE, it's natural to ask how well it works. To help answer that question I wrote a very simple C/pthreads benchmark that launches 8 concurrent threads and binds those threads to processors 0..7. The processors are numbered geographically on the T4, so those threads will all be running on just one core. Unlike the SPARC T2, where logical CPUs 0,1,2 and 3 were assigned to the first pipeline, and CPUs 4,5,6 and 7 were assigned to the 2nd, there's no fixed mapping between CPUs and pipelines in the T4. And in some circumstances when the other 7 logical processors are idling quietly, it's possible for the remaining logical processor to leverage both pipelines. Some number T of the threads will iterate in a tight loop advancing a simple Marsaglia xor-shift pseudo-random number generator. T is a command-line argument. The main thread loops, reporting the aggregate number of PRNG steps performed collectively by those T threads in the last 10 second measurement interval. The other threads (there are 8-T of these) run in a loop busy-waiting concurrently with the T threads. We vary T between 1 and 8 threads, and report on various busy-waiting idioms. The values in the table are the aggregate number of PRNG steps completed by the set of T threads. The unit is millions of iterations per 10 seconds. For the "PRNG step" busy-waiting mode, the busy-waiting threads execute exactly the same code as the T worker threads. We can easily compute the average rate of progress for individual worker threads by dividing the aggregate score by the number of worker threads T. I should note that the PRNG steps are extremely cycle-heavy and access almost no memory, so arguably this microbenchmark is not as representative of "normal" code as it could be. And for the purposes of comparison I included a row in the table that reflects a waiting policy where the waiting threads call poll(NULL,0,1000) and block in the kernel. Obviously this isn't busy-waiting, but the data is interesting for reference. _table { border:2px black dotted; margin: auto; width: auto; } _tr { border: 2px red dashed; } _td { border: 1px green solid; } _table { border:2px black dotted; margin: auto; width: auto; } _tr { border: 2px red dashed; } td { background-color : #E0E0E0 ; text-align : right ; } th { text-align : left ; } td { background-color : #E0E0E0 ; text-align : right ; } th { text-align : left ; } Aggregate progress T = #worker threads Wait Mechanism for 8-T threadsT=1T=2T=3T=4T=5T=6T=7T=8 Park thread in poll() 32653347334833483348334833483348 no-op 415 831 124316482060249729303349 RD %ccr,%g0 "pause" 14262429269228623013316232553349 PRNG step 412 829 124616702092251029303348 WRPause(8000) 32443361333133483349334833483348 WRPause(4000) 32153308331533223347334833473348 WRPause(1000) 30853199322432513310334833483348 WRPause(500) 29173070315032223270330933483348 WRPause(250) 26942864294930773205338833483348 WRPause(100) 21552469262227902911321433303348

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  • A*, Tile costs and heuristic; How to approach

    - by Kevin Toet
    I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the heuristic was rounded to int's which resulted in very straight paths. Resorting a Euclidian Heuristic seemed to fixed it as opposed to use the Manhattan approach. The 2nd problem I ran into was when i tried added tile costs. I was hoping to use the value's of the flags that i set on the tiles but the value's were too small to make the pathfinder consider them a huge obstacle so i increased their value's but that breaks the flags a certain way and no paths were found anymore. So my questions, before posting the code, are: What am I doing wrong that the Manhatten heuristic isnt working? What ways can I store the tile costs? I was hoping to (ab)use the enum flags for this The path finder isnt considering the chance that no path is available, how do i check this? Any code optimisations are welcome as I'd love to improve my coding. public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map ) { return FindPath( startTile, endTile, map, TileFlags.WALKABLE ); } public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map, TileFlags acceptedFlags ) { List<Tile> open = new List<Tile>(); List<Tile> closed = new List<Tile>(); open.Add( startTile ); Tile tileToCheck; do { tileToCheck = open[0]; closed.Add( tileToCheck ); open.Remove( tileToCheck ); for( int i = 0; i < tileToCheck.neighbors.Count; i++ ) { Tile tile = tileToCheck.neighbors[ i ]; //has the node been processed if( !closed.Contains( tile ) && ( tile.flags & acceptedFlags ) != 0 ) { //Not in the open list? if( !open.Contains( tile ) ) { //Set G int G = 10; G += tileToCheck.G; //Set Parent tile.parentX = tileToCheck.x; tile.parentY = tileToCheck.y; tile.G = G; //tile.H = Math.Abs(endTile.x - tile.x ) + Math.Abs( endTile.y - tile.y ) * 10; //TODO omg wtf and other incredible stories tile.H = Vector2.Distance( new Vector2( tile.x, tile.y ), new Vector2(endTile.x, endTile.y) ); tile.Cost = tile.G + tile.H + (int)tile.flags; //Calculate H; Manhattan style open.Add( tile ); } //Update the cost if it is else { int G = 10;//cost of going to non-diagonal tiles G += map[ tile.parentX, tile.parentY ].G; //If this path is shorter (G cost is lower) then change //the parent cell, G cost and F cost. if ( G < tile.G ) //if G cost is less, { tile.parentX = tileToCheck.x; //change the square's parent tile.parentY = tileToCheck.y; tile.G = G;//change the G cost tile.Cost = tile.G + tile.H + (int)tile.flags; // add terrain cost } } } } //Sort costs open = open.OrderBy( o => o.Cost).ToList(); } while( tileToCheck != endTile ); closed.Reverse(); List<Tile> validRoute = new List<Tile>(); Tile currentTile = closed[ 0 ]; validRoute.Add( currentTile ); do { //Look up the parent of the current cell. currentTile = map[ currentTile.parentX, currentTile.parentY ]; currentTile.renderer.material.color = Color.green; //Add tile to list validRoute.Add( currentTile ); } while ( currentTile != startTile ); validRoute.Reverse(); return validRoute; } And my Tile class: [Flags] public enum TileFlags: int { NONE = 0, DIRT = 1, STONE = 2, WATER = 4, BUILDING = 8, //handy WALKABLE = DIRT | STONE | NONE, endofenum } public class Tile : MonoBehaviour { //Tile Properties public int x, y; public TileFlags flags = TileFlags.DIRT; public Transform cachedTransform; //A* properties public int parentX, parentY; public int G; public float Cost; public float H; public List<Tile> neighbors = new List<Tile>(); void Awake() { cachedTransform = transform; } }

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  • Drawing simple geometric figures with DrawUserPrimitives?

    - by Navy Seal
    I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA 3 and it seems there were some changes to XNA 4? Using this example: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php I get this error: Additional information: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I'm not english so I'm having some trouble to understand everything. For what I understand error is confusing because I'm trying to draw a triangle color based and not texture based and it shouldn't need a texture. Also I saw some articles about dynamic shadows and lights and I would like to know if this is the kind of code used to do it with some tweaks like culling because I'm wondering if its heavy code for performance in real time.

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  • Terminal line glitches

    - by foxy
    I installed Ubuntu 11.10 mini + LXDE and wanted to make my command line different in terminal (than just plain white), so I added blue color to path line (everything until $ sign) and it works fine but I have two strange glitches now: When i write a line which is longer than terminal window, instead of starting at next line it starts at the same one, overwriting everything which was in there. Sometimes while navigating over previous commands (up/down arrow keys) some part of command gets stuck and is treated as part of prompt (the blue text), but it is white and is non-deletable and is not taken as part of command when i press enter. What could I mess up? The bad thing is that I don't remember what exactly did I change, but i'm sure I changed only one line in bashrc

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  • The Sound of Two Toilets Flushing: Constructive Criticism for Virgin Atlantic Complaints Department

    - by Geertjan
    I recently had the experience of flying from London to Johannesburg and back with Virgin Atlantic. The good news was that it was the cheapest flight available and that the take off and landing were absolutely perfect. Hence I really have no reason to complain. Instead, I'd like to offer some constructive criticism which hopefully Richard Branson will find sometime while googling his name. Or maybe someone from the Virgin Atlantic Complaints Department will find it, whatever, just want to put this information out there. Arrangement of restroom facilities. Maybe next time you design an airplane, consider not putting your toilets at a right angle right next to your rows of seats. Being able to reach, without even needing to stretch your arm, from your seat to close, yet again, a toilet door that someone, someone obviously sitting very far from the toilets, carelessly forgot to close is not an indicator of quality interior design. Have you noticed how all other airplanes have their toilets in a cubicle separated from the rows of seats? On those airplanes, people sitting in the seats near the toilets are not constantly being woken up throughout the night whenever someone enters/exits the toilet, whenever the light in the toilet is suddenly switched on, and whenever one of the toilets flushes. Bonus points for Virgin Atlantic passengers in the seats adjoining the toilets is when multiple toilets are flushed simultaneously and multiple passengers enter/exit them at the same time, a bit like an unasked for low budget musical of suddenly illuminated grumpy people in crumpled clothes. What joy that brings at 3 AM is hard to describe. Seats with extra leg room. You know how other airplanes have the seats with the extra leg room? You know what those seats tend to have? Extra leg room. It's really interesting how Virgin Atlantic's seats with extra leg room actually have no extra leg room at all. It should have been a give away, the fact that these special seats are found in the same rows as the standard seats, rather than on the cusp of real glory which is where most airlines put their extra leg room seats, with the only actual difference being that they have a slightly different color. Had you called them "seats with a different color" (i.e., almost not quite green, rather than something vaguely hinting at blue), at least I'd have known what I was getting. Picture the joy at 3 AM, rudely awakened from nightmarish slumber, partly grateful to have been released from a grayish dream of faceless zombies resembling one or two of those in a recent toilet line, by multiple adjoining toilets flushing simultaneously, while you're sitting in a seat with extra leg room that has exactly as much leg room as the seats in neighboring rows. You then have a choice of things to be sincerely annoyed about. Food from the '80's. In the '80's, airplane food came in soggy containers and even breakfast, the most important meal of the day, was a sad heap of vaguely gray colors. The culinary highlight tended to be a squashed tomato, which must have been mashed to a pulp with a brick prior to being regurgitated by a small furry animal, and there was also always a piece of immensely horrid pumpkin, as well as a slice of spongy something you'd never seen before. Sausages and mash at 6 AM on an airplane was always a heavy lump of horribleness. Thankfully, all airlines throughout the world changed from this puke inducing strategy around 1987 sometime. Not Virgin Atlantic, of course. The fatty sausages and mash are still there, bringing you flashbacks to Duran Duran, which is what you were listening to (on your walkman) the last time you saw it in an airplane. Even the golden oldie "squashed tomato attached by slime to three wet peas" is on the menu. How wonderful to have all this in a cramped seat with a long row of early morning bleariness lined up for the toilets, right at your side, bumping into your elbow, groggily, one by one, one after another, more and more, fumble-open-door-silence-flush-fumble-open-door, and on and on, while you tentatively push your fork through a soggy pile of colorless mush, fighting the urge to throw up on the stinky socks of whatever nightmarish zombie is bumping into your elbow at the time. But, then again, the plane landed without a hitch, in fact, extremely smoothly, so I'm certainly not blaming the pilots.

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  • Best URL for cars related website? [duplicate]

    - by Claudio ??is Mulas
    This question already has an answer here: What is the best stucture of SEO friendly URL? 3 answers If this was your website, what will be the URLs for each car on sale? http://www.autoscout24.eu/Details.aspx?id=247572735&asrc=ha I'm working on a car dealership website. What should be the best URL? Consider also that the company can have more models of the same car. I'm not asking for a url scheme, there are a lot of similar questions. My question is: in a car dealership website what is the best url for a car? What are by you the best variables I've to put on the url. Brand, model, year, location, color, miles/km, etc. This website, that url, this particulary case: what will you choose for urls? (even not in the following list) audi_q5_2009.html audi_q5_2009_used.html audi_q5_2009_used.html audi_q5_2009_used_in_alcobendas.html audi_q5_2009_used/247572735.html

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  • Trying to detect collision between two polygons using Separating Axis Theorem

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(vertices[0]); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(vertices[i]); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if( other.x <= y || other.y >= x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • Microsoft Virtual Academy

    Carpe Diem It's been since a while that I could write an article for this blog but alas, I was (and still am) very busy with customer's work. Which is actually good. So, what is this article going to tell you? Well, in general, just what I already tweeted, that life is constant process of learning - especially as software craftsman. Due to an upcoming new customer project in ASP.NET I had to seize the opportunity to get my head deeper into latest available technologies, like Windows Azure and SQL Azure. I know... cloud computing and so on is not a recent development and already available since quite a while but I never any means to get myself into this since roughly two weeks ago. Microsoft Virtual Academy I can't remember exactly what guided me towards the Microsoft Virtual Academy (MVA), oh wait... Yes, it was a posting on Facebook from an old CLIP community friend. He posted a shortened URL with #MVA tag that caught my attention. Thanks for that Thomas Kuberek. After the usual sign in or registration via Live ID I was a little bit surprised that Mauritius is not an available country option... Quick mail exchange with the MVA Decan, and yeah, apologies for the missing entry. So, currently I'm learning about Microsoft products and services, and collecting points under "Not Listed Country" until Mauritius is going to be added. Hopefully soon, as MVA honors your effort with different knowledge ranks that are compared to other students with public profiles. I think it's a nice move to add some game and competition factor into the learning game. The tracks and their different modules are mainly references to publicly available material online, namely on either MSDN, TechNet, Channel9, or other Microsoft based sites. The course material therefore also varies in different media and formats, ranging from simple online articles over downloadable documents (.docx or .pdf) to Silverlight / Windows Media streams with download options. Self-assessment and students ranking Each module in a track can be finished by taking part in a self-assessment. Up to now, the assessment I did (and passed) were limited to 10 minutes available time, and consisted of six to seven questions on the module training material. Nothing too serious but it gives you a glimpse idea how Microsoft certification exams are structured. Conclusion Nothing really new but nicely gathered, assembled and presented to the MVA students. At the moment, I wouldn't dare to compare the richness and quality of those courses with professional training offers, like Pluralsight .NET Training, LearnDevNow, VTC, etc. at all, but I think that MVA has potential. Give it a try, and let me know about your opinions.

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  • custom facebook connect image - Is it facebook's policy violation?

    - by Viruthagiri
    I was going to change facebook's default login button with my custom image like mashable I mean like this But I found a article which state its against facebook's policies Is it really a violation? If it is how come mashable using custom image? Can someone answer me? Update This is the exact image i would like to use. Facebook mentioned like this in this page. While you may scale the size to suit your needs, you may not modify the “f” logo in any other way (such as by changing the design or color). If you are unable to use the correct colour due to technical limitations, you may revert to black and white. So my sign in with facebook image violating facebook policy in anyway?

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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • Error in my Separating Axis Theorem collision code

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; int x; int y; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } public void update(int xPos, int yPos){ x = xPos; y = yPos; } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(new Vect(vertices[0].x+x, vertices[0].y+y)); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(new Vect(vertices[i].x+x, vertices[i].y+y)); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if(y > other.x && other.y > x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • Ping works , but unable to do ssh

    - by gpuguy
    I disabled the firewall with sudo ufw disable, I can ping the server, the server can ping me but I can't ssh to it: root@ubuntu:/home/acme# ssh 192.168.1.6 ssh: connect to host 192.168.1.6 port 22: Connection refused I removed ssh and reinstalled : sudo apt-get remove openssh-client openssh-server sudo apt-get install openssh-client openssh-server But still ssh is not working and I get the error connection refused How do I tackle this issue? Here are some other stuff I have tried so far: root@ubuntu:/home/acme# sudo service ssh start start: Job is already running: ssh root@ubuntu:/home/acme# ps aux | grep ssh acme 6548 0.0 0.0 12576 320 ? Ss 04:09 0:00 /usr/bin/ssh-agent /usr/bin/dbus-launch --exit-with-session gnome-session --session=ubuntu root 22219 0.0 0.1 50040 2852 ? Ss 05:10 0:00 /usr/sbin/sshd -D root 22277 0.0 0.0 8116 896 pts/0 S+ 05:17 0:00 grep --color=auto ssh Update for future visitors removing and reinstalling ssh on the server worked for me : sudo apt-get remove openssh-client openssh-server sudo apt-get install openssh-client openssh-server

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  • How to use American English spelling dictionary in Firefox?

    - by mmr
    My Firefox spellchecker was complaining this morning that I spelled 'neighbor' in the American English style, not the British English style ('neighbour'). Same is true for color (colour), analyze (analyse), etc. I've checked in the edit-preferences-content-language tab, and en-us is selected. I also found this link here: http://ubuntuforums.org/showthread.php?t=1013043 Suggesting that there's some kind of system panel I can use to ensure that I've got the right language, but I can't see where that is (I guess that's for an older Ubuntu that let people get to system settings). So either the dictionary for Firefox for en-us is corrupted, just a copy of the British English dictionary, or somehow the setting isn't propagated properly. How can I get the American dictionary back?

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  • How to make background image black-and-white?

    - by Dmitri
    Are there any filters that would make background image to be displayed as black-and-white? What I mean, is this: i have a background image set via css using background: url(/image.png); But now I need to apply a filter so that an image is shown as black-white only. Ideally, I would like to also apply opacity to it. The effect I really trying to achieve is to have background image black/white and on hover over that span element the filter would be removed, revealing the color version. And of cause it has to work in FF, Chrome, IE Can someone help me?

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  • ADF version of "Modern" dialog windows

    - by Martin Deh
    It is no surprise with the popularity of the i-devices (iphone, ipad), that many of the iOS UI based LnF (look and feel) would start to inspire web designers to incorporate the same LnF into their web sites.  Take for example, a normal dialog popup.  In the iOS world, the LnF becomes a bit more elegant by add just a simple element as a "floating" close button: In this blog post, I will describe how this can be accomplished using OOTB ADF components and CSS3 style elements. There are two ways that this can be achieved.  The easiest way is to simply replace the default image, which looks like this, and adjust the af|panelWindow:close-icon-style skin selector.   Using this simple technique, you can come up with this: The CSS code to produce this effect is pretty straight forward: af|panelWindow.test::close-icon-style{    background-image: url("../popClose.gif");    line-height: 10px;    position: absolute;    right: -10px;    top: -10px;    height:38px;    width:38px;    outline:none; } You can see from the CSS, the position of the region, which holds the image, is relocated based on the position based attributes.  Also, the addition of the "outline" attribute removes the border that is visible in Chrome and IE.  The second example, is based on not having an image to produce the close button.  Like the previous sample, I will use the OOTB panelWindow.  However, this time I will use a OOTB commandButton to replace the image.  The construct of the components looks like this: The commandButton is positioned first in the hierarchy making the re-positioning easier.  The commandButton will also need a style class assigned to it (i.e. closeButton), which will allow for the positioning and the over-riding of the default skin attributes of a default button.  In addition, the closeIconVisible property is set to false, since the default icon is no longer needed.  Once this is done, the rest is in the CSS.  Here is the sample that I created that was used for an actual customer POC: The CSS code for the button: af|commandButton.closeButton, af|commandButton.closeButton af|commandButton:text-only{     line-height: 10px;     position: absolute;     right: -10px;     top: -10px;     -webkit-border-radius: 70px;     -moz-border-radius: 70px;     -ms-border-radius: 70px;     border-radius: 70px;     background-image:none;     border:#828c95 1px solid;     background-color:black;     font-weight: bold;     text-align: center;     text-decoration: none;     color:white;     height:30px;     width:30px;     outline:none; } The CSS uses the border radius to create the round effect on the button (in IE 8, since border-radius is not supported, this will only work with some added code). Also, I add the box-shadow attribute to the panelWindow style class to give it a nice shadowing effect.

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  • Render full-screen gradient or texture

    - by Filip Skakun
    What's the simplest way to fill the background of the screen with a gradient or a texture in Direct3D 10/11? I'm building a Windows 8 metro app in which the camera never moves and I render some content in D3D, but I need to fill the background with something else than a solid color. Do I need to figure out the size and position of a rectangle and position it in 3D space or can I have some simpler solution? I don't care about depth at all, I don't use any depth buffer since all my content is sorted back to front, so I could just start by drawing to the background.

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  • Where can I hire local programmers with very specific skillsets?

    - by Lostsoul
    I have been browsing the site and haven't found a exact fit to this question so I'll post it but if its already answered(since I'm sure its a common problem, then let me know). I have a business and want to create a totally different product in a different industry than I'm currently in, so I learned how to program and created a working prototype. I have a bit of savings and am getting some cash flow from my current business so I can go out and hire a developer(in the future hopefully it can be permenant but right now I just need a person willing to work on contract and code on weekends or their spare time and I just want to pay in cash instead of equity or future promises). At first I wasn't sure what kind of developer to hire but this question helped me understand I should target specific skills I need as opposed to general programmers. This poses a problem for me since general programmers are everywhere but if I want specific skills I'm unsure how to get them. I thought about a list of approaches but it doesn't feel complete or effective since it seems to be assuming good developers are actively looking. If it helps I want someone local(since this is my first developer hire) and looking for skills like cuda, hadoop, hbase, java and c. Any suggestions? As a FYI, I have been thinking of approaching it as: Go to meet ups for one or more skills I need. Use LinkedIn to find people with the skills I need Search for job postings that contain skills I need and then use linkedIn to reach out to that firms employees since many profiles on linkedin are not very updated or detailed but job postings generally are. Send postings to universities and maybe find a student who loves technology so much they learned these tools on their own. Post on job board. Not sure how successful it will be to post to monster. Use Craigslist, not sure if a highly skilled developer would go here for work. What am I missing? I could be wrong but it seems like good/smart/able developers aren't hunting for work non-stop(especially in this tech job market). Plus most successful people I know have work/life balance so I'm not sure if the best ones really care about code after work. Lastly, most of the skills I need aren't used in big corporations so not sure how aggressively smart developers at small shops look for work. I don’t really know any developers personally, so but should I be using the above plan or if they live balanced lives should I be looking outside of the regular resources(and instead focus on asking around my gym or my accountant or something)? Sorry, I'm making huge assumptions here, I guess because developers are a total mystery to me. I kind of wish Jane Goodall wrote a book on understanding developers social behaviour better :-p

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  • Isometric algorithm producing tiles in wrong draw order

    - by David
    I've been toying with isometric and I just cant get the tiles to be in the right order. I'm probably missing something obvious and I just can't see it. Even at the risk of looking stupid, here's my code: for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } And here's what I end up with: messed up map Yep, bit of an issue. If anyone could help, I'd appreciate it.

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  • How To Make Disposable Sleeves for Your In-Ear Monitors

    - by YatriTrivedi
    In-ear monitors are great, until the rubber sleeves stop being comfortable. Here’s a quick and cheap way to make disposable ones using foam ear plugs so you can stay comfortable while listening. Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Lakeside Sunset in the Mountains [Wallpaper] Taskbar Meters Turn Your Taskbar into a System Resource Monitor Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform] Etch a Circuit Board using a Simple Homemade Mixture Sync Blocker Stops iTunes from Automatically Syncing

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • VS 2010: New Add Reference dialog, tab layout and options

    - by Fabrice Marguerie
    Microsoft has just published a new free extension for Visual Studio 2010 that provides an improved Add Reference dialog, an improved tab bar, and much more.The new Add Reference dialog comes with a long-awaited feature: it's now searchable!The tab bar allows you to display the close button at the end of the bar and not on each tab. It can also sort tabs by project and alphabetically. Tab color can vary by project or according to regular expressions.I'll let you discover about the other features by yourself (HTML Copy, Triple Click, Current Line Highlighting, etc.).The name of the extension is Visual Studio Pro Power Tools. I believe it's main features will come out-of-the-box with the next version of Visual Studio.

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  • VS 2010: New Add Reference dialog, tab layout and options

    Microsoft has just published a new free extension for Visual Studio 2010 that provides an improved Add Reference dialog, an improved tab bar, and much more.The new Add Reference dialog comes with a long-awaited feature: it's now searchable!The tab bar allows you to display the close button at the end of the bar and not on each tab. It can also sort tabs by project and alphabetically. Tab color can vary by project or according to regular expressions.I'll let you discover about the other features by...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • YouTube: How to Style an AngularJS App on the Device

    - by Geertjan
    I installed the Droid@Screen plugin into NetBeans IDE 8 so that you can see the Android device that I held in my hand while doing the demo below. The demo shows the usage of the Terminal window to create an Ionic Framework application (from "tabs", which is one of the cool templates that the framework provides), i.e., that means I can use AngularJS to create a Cordova application out of the box, with many mobile-oriented components available out of the box. Then I deploy the app to the Chrome browser on Android, which means I can interact with it in NetBeans, e.g., for CSS styling and JavaScript debugging. In this demo, I show how the background color of the deployed app can be changed live from NetBeans. After that, once I'm happy with the styling, I deploy the app again, but this time as a Cordova app, i.e., a hybrid HTML5 application, which means the app is packaged as a native app and deployed directly to the device from NetBeans. All of the above can be viewed here in about 4 minutes in this silent movie: Direct link to the (silent) movie: https://www.youtube.com/watch?v=isP5TNI3kYk

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  • Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support?

    - by baptzmoffire
    So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to do. I need to figure out whether I need to create my own server, invest in a preexisting client or server service, or if I even need to use a server at all. If I do need to use a ready-made service other than Game Center, which server would accomodate my game's needs best? I have limited resources and funds. Here is the list of features I want my game to support, ideally: Turn-based gameplay (a la "with Friends" and "with Buddies" games) Smart matchmaking (matching users up with other players of comparable skill/achievements) Random matchmaking Facebook matchmaking Specific username matchmaking Contact list matchmaking A way to select what "type" of match you want to challenge an opponent to. (In random, smart, and Facebook matchmaking, there will be different "wagers" the player can make. [e.g. "I wanna play a random opponent for 1000 points. Now, I wanna play my Facebook buddy for 1,000,000 points."] There will be a predetermined range of amounts you can play for. It won't be customizable.) Buddies list capability (Game-buddies, as opposed to contacts and Facebook) A higher concurrent game cap than Game Center offers (which I still can't really find a straight answer on) Scalability (it should support 2 or 20,000,000 players) Objective-C compatibility Flexibility (for all the stuff I haven't thought of yet) Am I dreaming, here? Is there even a service that can handle all of these features? Do I need to invest months in learning a networking language to build my own? If so, how much would I need to spend on hardware? I've been looking around all morning and, so far, the only seemingly viable option is SmartFox. Under "Everything and the kitchen sink" section here, it says they support "virtual world with Zones, Rooms and RoomGroups, create complex game challenges, send invitations, manage buddy lists, create custom permission profiles, oversee the security aspects and tons more." http://www.smartfoxserver.com/overview/platform Is there an option that Im just overlooking? Thanks for any help anyone can provide. Sorry for the long poast. One last question: Does anyone know which server Dice with Buddies uses? I was experimenting with how many concurrent games I could get going and my ADHD kicked in at about 80 games. 80 concurrent games would be great for my game, but again, I need the other features I mentioned too. Thanks again.

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