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  • Game physics presentation by Richard Lord, some questions

    - by Steve
    I been implementing (in XNA) the examples in this physics presentation by Richard Lord where he discusses various integration techniques. Bearing in mind that I am a newcomer to game physics (and physics in general) I have some questions. 15 slides in he shows ActionScript code for a gravity example and an animation showing a bouncing ball. The ball bounces higher and higher until it is out of control. I implemented the same in C# XNA but my ball appeared to be bouncing at a constant height. The same applies to the next example where the ball bounces lower and lower. After some experimentation I found that if I switched to a fixed timestep and then on the first iteration of Update() I set the time variable to be equal to elapsed milliseconds (16.6667) I would see the same behaviour. Doing this essentially set the framerate, velocity and acceleration to zero for the first update and introduced errors(?) into the algorithm causing the ball's velocity to increase (or decrease) over time. I think! My question is, does this make the integration method used poor? Or is it demonstrating that it is poor when used with variable timestep because you can't pass in a valid value for the first lot of calculations? (because you cannot know the framerate in advance). I will continue my research into physics but can anyone suggest a good method to get my feet wet? I would like to experiment with variable timestep, acceleration that changes over time and probably friction. Would the Time Corrected Verlet be OK for this?

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • XSLT is not the solution you're looking for

    - by Jeff
    I was very relieved to see that Umbraco is ditching XSLT as a rendering mechanism in the forthcoming v5. Thank God for that. After working in this business for a very long time, I can't think of any other technology that has been inappropriately used, time after time, and without any compelling reason.The place I remember seeing it the most was during my time at Insurance.com. We used it, mostly, for two reasons. The first and justifiable reason was that it tweaked data for messaging to the various insurance carriers. While they all shared a "standard" for insurance quoting, they all had their little nuances we had to accommodate, so XSLT made sense. The other thing we used it for was rendering in the interview app. In other words, when we showed you some fancy UI, we'd often ditch the control rendering and straight HTML and use XSLT. I hated it.There just hasn't been a technology hammer that made every problem look like a nail (or however that metaphor goes) the way XSLT has. Imagine my horror the first week at Microsoft, when my team assumed control of the MSDN/TechNet forums, and we saw a mess of XSLT for some parts of it. I don't have to tell you that we ripped that stuff out pretty quickly. I can't even tell you how many performance problems went away as we started to rip it out.XSLT is not your friend. It has a place in the world, but that place is tweaking XML, not rendering UI.

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  • TechEd 2012: Day 3 &ndash; Build Me A Solution

    - by Tim Murphy
    While digesting my lunch it was time to digest some TFS Build information. While much of my time is spent wearing my developer’s hat I am still a jack of all trades and automated builds are an important aspect of any project.  Because of this I was looking forward to finding out what new features are available in the latest release of Team Foundation Server. The first feature that caught my attention is the TFS Admin Client.  After being used to dealing with NAnt in the past it is nice to see a build a configuration GUI that is so flexible and well thought out.  The bonus is that it the tools that are incorporated in Visual Studio 2012 are just as feature rich.  Life is good. Since automated builds are the hub of your development process in a continuous integration shop I was really interested in the process related options. The biggest value add that I noticed was merge gated check-ins.  Merge or batch gated check-ins are an interesting concept.  If the build breaks with all the changes then TFS will run separate builds for each of the check-ins.  This ability to identify the actual offending check-in can save a lot of time and gray hair. The safari of TFS Build that was this session was packed with attractions.  How do you set it up builds, what are the different flavors of builds, how does the system report how the build went?  I would suggest anyone who is responsible for build automation spend some serious time with TFS 2012 and VS2012. del.icio.us Tags: Team Foundation Server 2012,TFS,Build,TechEd,TechEd 2012,Visual Studio 2012

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • Issue with multiplayer interpolation

    - by Ben Cracknell
    In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. You can see it clearly in the image below. Cyan: Local position when a packet is received Red: Position received from packet (goal) Blue: Line from local position to goal when packet is received Black: Local position every frame As you can see, the local position seems to oscillate around the goals instead of moving between them smoothly. Here is the code: // local transform position when the last packet arrived. Will lerp from here to the goal private Vector3 positionAtLastPacket; // location received from last packet private Vector3 goal; // time since the last packet arrived private float currentTime; // estimated time to reach goal (also the expected time of the next packet) private float timeToReachGoal; private void PacketReceived(Vector3 position, float timeBetweenPackets) { positionAtLastPacket = transform.position; goal = position; timeToReachGoal = timeBetweenPackets; currentTime = 0; Debug.DrawRay(transform.position, Vector3.up, Color.cyan, 5); // current local position Debug.DrawLine(transform.position, goal, Color.blue, 5); // path to goal Debug.DrawRay(goal, Vector3.up, Color.red, 5); // received goal position } private void FrameUpdate() { currentTime += Time.deltaTime; float delta = currentTime/timeToReachGoal; transform.position = FreeLerp(positionAtLastPacket, goal, currentTime / timeToReachGoal); // current local position Debug.DrawRay(transform.position, Vector3.up * 0.5f, Color.black, 5); } /// <summary> /// Lerp without being locked to 0-1 /// </summary> Vector3 FreeLerp(Vector3 from, Vector3 to, float t) { return from + (to - from) * t; } Any idea about what's going on?

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  • CodePlex Daily Summary for Tuesday, June 05, 2012

    CodePlex Daily Summary for Tuesday, June 05, 2012Popular ReleasesApplication Architecture Guidelines: Application Architecture Guidelines 3.0.7: 3.0.7Jolt Environment: Jolt v2 Stable: Many new features. Follow development here for more information: http://www.rune-server.org/runescape-development/rs-503-client-server/projects/298763-jolt-environment-v2.html Setup instructions in downloadtedplay: tedplay 1.0: First public release of the Commodore 264 family (C16, plus/4) music player based on the SDL version of YAPE http://yape.homeserver.hu.SharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.5): New fetures:Multilingual Support Max users property in Standings Web Part Games time zone change (UTC +1) bug fix - Version 1.4 locking problem http://euro2012.codeplex.com/discussions/358262 bug fix - Field Title not found (v.1.3) German SP http://euro2012.codeplex.com/discussions/358189#post844228 Bug fix - Access is denied.for users with contribute rights Bug fix - Installing on non-English version of SharePoint Bug fix - Title Rules Installing SharePoint Euro 2012 PredictorSharePoint E...xNet: xNet 2.1.1: Release xNet 2.1.1Command Line Parser Library: 1.9.2.4 stable: This is the first stable of 1.9.* branch. Added tests for HelpText::AutoBuild. Fixed minor formatting error in HelpText::DefaultParsingErrorsHandler.myManga: myManga v1.0.0.4: ChangeLogUpdating from Previous Version: Extract contents of Release - myManga v1.0.0.4.zip to previous version's folder. Replaces: myManga.exe BakaBox.dll CoreMangaClasses.dll Manga.dll Plugins/MangaReader.manga.dll Plugins/MangaFox.manga.dll Plugins/MangaHere.manga.dll Plugins/MangaPanda.manga.dllMVVM Light Toolkit: V4RC (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RC. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibsPreviewExtAspNet: ExtAspNet v3.1.7: +2012-06-03 v3.1.7 -?????????BUG,??????RadioButtonList?,AJAX????????BUG(swtseaman、????)。 +?Grid?BoundField、HyperLinkField、LinkButtonField、WindowField??HtmlEncode?HtmlEncodeFormatString(TiDi)。 -HtmlEncode?HtmlEncodeFormatString??????true,??????HTML????????。 -??????Asp.Net??GridView?BoundField?????????。 -http://msdn.microsoft.com/en-us/library/system.web.ui.webcontrols.boundfield.htmlencode -?Grid?HyperLinkField、WindowField??UrlEncode??,????URL??(???true)。 -?????????????,?????????????...Ela, functional language: Ela Platform 2012.3: 2012.3 is a stabilization release. It contains several improvements to Ela, std lib and Elide. Ela changes Fix:Op code 'Show' didn't work correctly when a format string was a thunk. Fix:Flipping a function wrapped in a thunk caused VM to crush. Fix:A bug fixed in concatenation of a thunk and a lazy list. Fix:Concatenation of a lazy list and a strict list could cause stack overflow in a case of recursive thunks. Fix:A bug fixed in applying 'show' to a result of a lazy and strict list...Cross Site Treeview - For MOSS 2007: Cross Site Treeview-Beta - WSP Solution: Cross Site Treeview-Beta - WSP SolutionLiveChat Starter Kit: LCSK v1.5.2: New features: Visitor location (City - Country) from geo-location Pass configuration via javascript for the chat box New visitor identification (no more using the IP address as visitor identification) To update from 1.5.1 Run the /src/1.5.2-sql-updates.txt SQL script to update your database tables. If you have it installed via NuGet, simply update your package and the file will be included so you can run the update script. New installation The easiest way to add LCSK to your app is by...Kendo UI ASP.NET Sample Applications: Sample Applications (2012-06-01): Sample application(s) demonstrating the use of Kendo UI in ASP.NET applications.Better Explorer: Better Explorer Beta 1: Finally, the first Beta is here! There were a lot of changes, including: Translations into 10 different languages (the translations are not complete and will be updated soon) Conditional Select new tools for managing archives Folder Tools tab new search bar and Search Tab new image editing tools update function many bug fixes, stability fixes, and memory leak fixes other new features as well! Please check it out and if there are any problems, let us know. :) Also, do not forge...Player Framework by Microsoft: Player Framework for Windows 8 Metro (Preview 3): Player Framework for HTML/JavaScript and XAML/C# Metro Style Applications. Additional DownloadsIIS Smooth Streaming Client SDK for Windows 8 Microsoft PlayReady Client SDK for Metro Style Apps Release notes:Support for Windows 8 Release Preview (released 5/31/12) Advertising support (VAST, MAST, VPAID, & clips) Miscellaneous improvements and bug fixesMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.54: Fix for issue #18161: pretty-printing CSS @media rule throws an exception due to mismatched Indent/Unindent pair.Silverlight Toolkit: Silverlight 5 Toolkit Source - May 2012: Source code for December 2011 Silverlight 5 Toolkit release.Windows 8 Metro RSS Reader: RSS Reader release 6: Changed background and foreground colors Used VariableSizeGrid layout to wrap blog posts with images Sort items with Images first, text-only last Enabled Caching to improve navigation between framesJson.NET: Json.NET 4.5 Release 6: New feature - Added IgnoreDataMemberAttribute support New feature - Added GetResolvedPropertyName to DefaultContractResolver New feature - Added CheckAdditionalContent to JsonSerializer Change - Metro build now always uses late bound reflection Change - JsonTextReader no longer returns no content after consecutive underlying content read failures Fix - Fixed bad JSON in an array with error handling creating an infinite loop Fix - Fixed deserializing objects with a non-default cons...DotNetNuke® Community Edition CMS: 06.02.00: Major Highlights Fixed issue in the Site Settings when single quotes were being treated as escape characters Fixed issue loading the Mobile Premium Data after upgrading from CE to PE Fixed errors logged when updating folder provider settings Fixed the order of the mobile device capabilities in the Site Redirection Management UI The User Profile page was completely rebuilt. We needed User Profiles to have multiple child pages. This would allow for the most flexibility by still f...New ProjectsDish: ????? ???????? ??? ??.DRESSCOLLECTION: THIS IS A MVC APPLICAITON WHICH HELPS IN CREATING RANGE OF CLOTH AND DRESS COLLECTION TO CHOOSE AND BUY.FlowTasks: FlowTasks is a framework to develop human and business workflowGroup3.ERP.Roleadministration: Software zum generieren von RollendefinitionenHierarchical Pages Orchard Module: Creates a Hierarchical Page content type that does everything the built-in Page type does, but items can also contain other pages (and thus are containable by other pages too).hot24.vn: is first my project, it very cu chuoi.Household Manager: fcsdvsdvsdcdLabView interface for windows HPC: This project is a prototype library that attempts to integrate in the same enviroment the Data Acquisition and the Data Analysis systems. The library is a collection of LabVIEW Virtual Instruments that permts the job submission to a Windows HPC cluster. Jobs results can be easaly collected in order to perform actions via the DAQ control. Full documentation and examples are included.markgroves.us: Hello this is the blog template for http://markgroves.us. MostrarDireccion: Muestra la Direccion donde Reside cada personaMSPTH2012: This project is for MSPTH2012. Pattern Rolling File Appender for log4net: Appender for log4net that is combination of PatternFileAppender and RollingFileAppenderPowershell By Example: The vision of Powershell By Example is to give those interested in Powershell the chance to learn Powershell scripting by example with the goal of empowering them to use Powershell to maintain their own Windows environments. Practica Cuarto A: proyecto bakanProvidence: Providence is an application meant to capture audio, video, and screen-shots for various purposes.Proyecto T2: Tarea 2 - aprendiendo a utilizar la herramientaServer Config Tools: ??? ?????? IIS ?????SharePoint Scheduling Assistant: Scheduling assistant built for schools and universities. Works with out-of-the-box list and involves no custom workflows.Steam Group Players: This tool is meant to allow access to Steam community groups with the ability to sort group members according to hours spent playing specific games (as well as overall play time). The reason for starting this project was to allow a "player of the week"-selection that is slightly more complex than picking one by random or just by total hours played (recently).t2belenlm4c: Ana Belen LandaTaskLogger: Handy little pop-up that allows you to track time spent on project tasks. Can be used to generate timesheets.TechnicBlog: ????TPL DataFlow Debugger Visualizer: Graphic debugger visualizer to TPL DataFlow networks enable to see live state of blocks and relations Compatible with VS 2012 RC VsDoc2JsDoc: The goal of this project is to convert VSDoc JavaScript comments of JayData classes to JSDoc comment format. Using this tool you can generate the API reference of your JayData components and keep your JavaScript documentation up-to-date.WorkOutTimer: WorkOutTimer This little tool provides an easy to use timer for your workouts, trainings, and more... It has two time period, one for working, and one to be cool! By default work time is set to 2 minutes, cool time is set to 1minute (Kick boxing settings), but you can set up each period time as you want. You can hang up, restart, or reset time. It offers a high visibility timer. It also counts rounds. So have great workout! If you use it and you think it’s cool for y...XLIFF Editor: This is an attempt at making an open source XLIFF editor for Windows. I am using the Open Language Tools Editor as the primary source for the ideas of the XLIFF Editor. I am new to C# so this is is for me an ambitious learning and hopefull succesfull project. Any help in positive criticism will be looked at gratefully. xNet: xNet - a class library for .NET Framework, which includes: - Classes for work with proxy servers: HTTP, Socks4 (and), Socks5. - Classes for work with HTTP 1.0/1.1 protocol: keep-alive, gzip, deflate, chunked, SSL, proxies and more. - Classes for work with multithreading: _a multithreaded bypassing the collection, asynchronous events and more_. - Classes helpers that extend standard classes .NET Framework: FileHelper, DirectoryHelper, StringHelper, XmlHelper, BitHelper and others.?????? «??????????? ??????»: ??????????? ??????????: description

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  • Partner Webcast – Introducing Oracle Business Activity Monitoring - 18 October 2012

    - by Thanos
    Oracle Business Activity Monitoring (Oracle BAM), a component of both SOA Suite and BPM Suite, is a complete solution for building interactive, real-time dashboards and proactive alerts for monitoring business processes and services. Oracle BAM gives both business executives and operational manager’s timely information to make better business decisions.  A Real-time Business Visibility Solution that allows to monitor business services and processes in the enterprise, to correlate KPIs down to the actual business process themselves, and most important, to change business processes quickly or to take corrective action if the business environment changes. Let us show you how BAM provides a powerful insight, through Real-Time Dashboards, that can be a competitive edge for all your customers. Agenda: Oracle BAM Overview Business Problems New Approach with Oracle BAM 11g Demonstration Summary & Q&A Delivery Format This FREE online LIVE eSeminar will be delivered over the Web. Registrations received less than 24hours prior to start time may not receive confirmation to attend. Duration: 1 hour Register Now Send your questions and migration/upgrade requests [email protected] Visit regularly our ISV Migration Center blog or Follow us @oracleimc to learn more on Oracle Technologies, upcoming partner webcasts and events. All content is made available through our YouTube - SlideShare - Oracle Mix.

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  • What would you do to improve the working of a small Development team?

    - by Omar Kooheji
    My company is having a reshuffle and I'm applying for my boss' job as he's moved up the ladder. The new role would give me a chance to move our development team into the 21st century and I'd like to make sure that: I can provide sensible suggestions in the interview to get the job so I can fix the team If I get the job I can actually enact some changes to actually improve the lives of the developers and their output. I want to know what I can suggest to improve the way we work, because I think it's a mess but every time I've suggested a change it's been shot down because any time spend implementing the change would be time that isn't spent developing software. Here is the state of play at the moment: My team consists of 3-4 developers (Mainly Java but I do some .Net work) Each member of the team is usually works on 2-3 projects at a time We are each responsible for the entire life cycle of the project from design to testing. Usually only one person works on a project (Although we have the odd project that will have more than one person working on it.) Projects tend to be bespoke to single customer, or are really heavilly reliant on a particular customer environment. We have 2-3 "Products" which we evolve to meet customer requirements. We use SVN for source control We don't do continuous integration (I'd like to start) We use a really basic bug tracker for internal issue tracking (I'd like to move to an issue/task management system) Any changes that bring a sudden dip in revenue generation will probably be rejected, the company isn't structured for development most of the rest of the technical team's jobs can be broken down to install this piece of hardware, configure that piece of hardware and once a job is done it's done and you never have to look at it again. This mentality has crept into development team because it's part of the company culture.

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  • wynapse.com down last night, SC tonight

    - by Dave Campbell
    In an industry segment that nobody is ever 'asleep', I suppose no time is a good time to take SQL Server down for upgrades, and I had forgotten that my host was going to be doing that. Last night about 9pm (Arizona), in the middle of working on a blog post, things started going wonky and I finally realized everything was ok except for SQL Server. I turned in a ticket on it and was reminded about the maintenance schedule... guess I file those away in memory and just assume they'll happen while I'm asleep :) So, looking at the schedule, it appears that SQL Server for SilverlightCream is going to be down tonight. Minimum is 9-12pm Arizona time... mileage and time may vary. Since all the posts are run through SC to get the Skim count, having SQL down sucks, but I'd rather we got maintenance than have to react to a crash because of something that wasn't maintained. I'll try to get the next 'Cream post out early so that the bulk of folks can dig through it prior to the outage. Meanwhile, for those of you in Phoenix, tonight is our Phoenix Silverlight User Group April meeting, and Joel Neubeck is going to be giving us the run-through on Windows Phone 7! We're not as advanced as those MVP rock-stars in California like Victor Gaudioso who streams his user group meeting, so you'll just have to show up for the goodness! And for anyone that's interested, here's some WP7 bling for your desktop... I want some of this real bad for my laptop! Get the full image in the post by Ozymandias:

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  • C4C - 2012

    - by Timothy Wright
    C4C, in Kansas City, is always a fun event. At points it gets to be a pressure cooker as you zone in trying to crank out some fantastic code in just a few hours, but it is always fun. A great challenge of your skill as a software developer and for a good cause. This year my team helped The United Cerebral Palsy of Greater Kansas City organization to add online job applications and a database for tracking internal training. I keep finding that there is one key rule to pulling off a successful C4C weekend project, and that is “Keep It Simple”. Each time you want to add that one cool little feature you have to ask yourself.. Is it really necessary? and Do I have time for that? And if you are going to learn something new you should ask yourself if you’re really going to be able to learn that AND finish the project in the given time. Sometimes the less elegant code is the better code if it works. That said… You get a great amount of freedom to build the solution the way you want. Typically, the software we build for the charities will save them a lot of money and time and make their jobs easier. You are able to build the software you know you are capable of creating from your own ideas. I highly recommend any developers in the area to signup next year and show off your skills. I know I will!

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Transfer .com domain to GoDaddy - websites running on same domain - 3 weeks left until expiration, 2 days left web hosting

    - by Eric Nguyen
    Our company purchased this abc.com domain from a local registrar. The domain will expire in about 3 weeks. We have our main websites running on this abc.com domain and they cannot be down for too long. The web hosting service will end in 2 days. Our websites are already hosted and they are up and running on Amazon EC2. We would like to transfer the domain to GoDaddy now or as soon as possible. (since we have many other domains there and we belive GoDaddy will be better in long-term considering the prices and the features it offers) There are many questions on the decision to transfer the domain to GoDaddy: 1) Cost and time required to move out of our local registrar? This is currently unknown as I'm still trying to retrieve the agreement we have with them 2) How does the 3 week time left until expiration of the domain matters here? Should we wait until the domain expires and then purchase in through GoDaddy? How long would such process take as I suppose our websites will be down during that time? Any other drawbacks? 3) What can I do to ensure our websites will continue functioning regardless of the domain transfer process? It seems the actual registrar here is enom.com and the local registrar here just partners with it I suppose I should then park the abc.com domain with enom.com and make changes to DNS settings so that our websites can continue to be hosted on EC2 as normal. How long does it normally take the domain to be transferred to GoDaddy completely? Is it even possible at all to keep our websites are up and running during the whole domain transfer process? Apologies that I'm throwing many questions at the same time here. It's rather last minutes and I suddenly realised there are too many unknown risks.

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  • need explanation on amortization in algorithm

    - by Pradeep
    I am a learning algorithm analysis and came across a analysis tool for understanding the running time of an algorithm with widely varying performance which is called as amortization. The autor quotes " An array with upper bound of n elements, with a fixed bound N, on it size. Operation clear takes O(n) time, since we should dereference all the elements in the array in order to really empty it. " The above statement is clear and valid. Now consider the next content: "Now consider a series of n operations on an initially empty array. if we take the worst case viewpoint, the running time is O(n^2), since the worst case of a sigle clear operation in the series is O(n) and there may be as many as O(n) clear operations in the series." From the above statement how is the time complexity O(n^2)? I did not understand the logic behind it. if 'n' operations are performed how is it O(n ^2)? Please explain what the autor is trying to convey..

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  • Automated Error Reporting in .NET Reflector - harnessing the most powerful test rig in existence

    - by Alex.Davies
    I know a testing system that will find more bugs than all the unit testing, integration testing, and QA you could possibly do. And the chances are you're not using it. It's called your users. It's a cliché that you should test so that you find your bugs rather than your users. Of course you should. But it's also a cliché that no software is ever shipped bug-free. Lost cause? No, opportunity! I think .NET Reflector 6 is pretty stable. In fact I know exactly how stable it is, because some (surprisingly high) proportion of its users tell me every time it crashes: If they press "Send Error Report", I get: And then I fix it. As a rough guess, while a standard stack trace is enough to fix a problem 30% of the time, having all those local variables in the stack trace means I can fix it about 80% of the time. How does this all happen? Did it take ages to code this swish system? Nope, it was one checkbox in SmartAssembly. It adds some clever code to your assembly to capture local variables every time an exception is thrown, and to ask your user to report it to you, with a variety of other useful information. Of course not all bugs show up as exceptions. But if you get used to knowing that SmartAssembly will tell you when an exception happens, you begin to change your coding style. Now, as long as an exception gets thrown in any situation you don't expect, you'll fix it if it ever happens. You'll start throwing exceptions liberally, and stop having to think about whether tiny edge cases are possible, as long as they throw an exception if they happen.

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  • How to facilitate code reviews in a small team for embedded software?

    - by Adam Lewis
    Short Question Does a cost-effective tool / workflow exist to facilitate code reviews in a small team? More specifically, a small team that relies on post-commit code reviews. Background Our team currently consists of 3 full time and 1 part time software engineers, with plans on hiring more in the near future. Due to our team size and volume of projects we all must juggle, the pre-commit workflow that major tools (such as Review Board and Code Collaborator) use is not obtainable for us right now. The best we can do at the moment is to perform post-commit reviews before major releases or as time permits. Nearly all of our projects are hosted on RepositoryHosting.com (which I highly recommend) and contain a mixture of SVN and GIT repositories. Current Thoughts Since I cannot find a tool that fits our needs right now, I am turning to TRAC that is built into our repository's site. At the moment we use TRAC to file tickets and track milestones, so to me this seems like a natural fit for code review results as well. The direction I am heading in right now is to use a spread sheet(s) to log all of the bugs and comments. Do some macro magic to get it in a format that I can use TRAC's import ticket method and use TRAC's ticketing system to create the action items / bug reports automatically. The auto ticket generation is darn near a must have, adding in bugs and comments one at a time from a web-gui is really painful. Secondary Question If this workflow makes sense, is there a good / standard template to use as a code review log?

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  • Issue in understanding how to compare performance of classifier using ROC

    - by user1214586
    I am trying to demystify pattern recognition techniques and understood few of them. I am trying to design a classifier M. A gesture is classified based on the hamming distance between the sample time series y and the training time series x. The result of the classifier are probabilistic values. There are 3 classes/categories with labels A,B,C which classifies hand gestures where there are 100 samples for each class which are to be classified (single feature and data length=100). The data are different time series (x coordinate vs time). The training set is used to assign probabilities indicating which gesture has occured how many times. So,out of 10 training samples if gesture A appeared 6 times then probability that a gesture falls under category A is P(A)=0.6 similarly P(B)=0.3 and P(C)=0.1 Now, I am trying to compare the performance of this classifier with Bayes classifier, K-NN, Principal component analysis (PCA) and Neural Network. On what basis,parameter and method should I do it if I consider ROC or cross validate since the features for my classifier are the probabilistic values for the ROC plot hence what shall be the features for k-nn,bayes classification and PCA? Is there a code for it which will be useful. What should be the value of k is there are 3 classes of gestures? Please help. I am in a fix.

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  • How Can You Get More Productive In Life Sciences Sales?

    - by charles.knapp
    Only half of all doctors will meet with pharmaceutical sales reps, and that percentage continues to decrease. Furthermore, when reps are granted an opportunity to share information, the average interaction is only about a minute and a half. Concurrently, call quotas continue to increase. What does this matter? Sales reps need to spend less time on traditional planning and after-call reporting, more time making calls, and make more productive use of short presentation times. Fortunately for sales reps, Oracle offers the first life sciences CRM that is designed to double sales time and halve reporting time. In particular, our new Life Sciences Edition Offline Client is designed so that you can actually turn the screen around, so that your CRM is useful for presentations and not just reporting, whether you are connected to cloud or working offline such as in restricted clinical environments. Watch Piers Evans, Industry Strategy Director, show what this looks like in the day of a typical pharmaceutical sales representative. By use of this code snippet, I agree to the Brightcove Publisher T and C found at https://accounts.brightcove.com/en/terms-and-conditions/. -- This script tag will cause the Brightcove Players defined above it to be created as soon as the line is read by the browser. If you wish to have the player instantiated only after the rest of the HTML is processed and the page load is complete, remove the line. -- brightcove.createExperiences();

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  • Agile Testing Days 2012 – Day 2 – Learn through disagreement

    - by Chris George
    I think I was in the right place! During Day 1 I kept on reading tweets about Lean Coffee that has happened earlier that morning. It intrigued me and I figured in for a penny in for a pound, and set my alarm for 6:45am. Following the award night the night before, it was _really_ hard getting up when it went off, but I did and after a very early breakfast, set off for the 10 min walk to the Dorint. With Lean Coffee due to start at 07:30, I arrived at the hotel and made my way to one of the hotel bars. I soon realised I was in the right place as although the bar was empty, there was a table with post-it’s and pens! This MUST be the place! The premise of Lean Coffee is to have several small timeboxed discussions. Everyone writes down what they would like to discuss on post-its that are then briefly explained and submitted to the pile. Once everyone is done, the group dot-votes on the topics. The topics are then sorted by the dot vote counts and the discussions begin. Each discussion had 8 mins to start with, which meant it prevented the discussions getting off topic too much. After the time elapsed, the group had a vote whether to extend the discussion by a further 4 mins or move on. Several discussion were had around training, soft skills etc. The conversations were really interesting and there were quite a few good ideas. Overall it was a very enjoyable experience, certainly worth the early start! Make Melly Happy Following Lean Coffee was real coffee, and much needed that was! The first keynote of the day was “Let’s help Melly (Changing Work into Life)”by Jurgen Appelo. Draw lines to track happiness This was a very interesting presentation, and set the day nicely. The theme to the keynote was projects are about the people, more-so than the actual tasks. So he started by showing a photo of an employee ‘Melly’ who looked happy enough. He then stated that she looked happy but actually hated her job. In fact 50% of Americans hate their jobs. He went on to say that the world over 50% of people hate Americans their jobs. Jurgen talked about many ways to reduce the feedback cycle, not only of the project, but of the people management. Ideas such as Happiness doors, happiness tracking (drawing lines on a wall indicating your happiness for that day), kudo boxes (to compliment a colleague for good work). All of these (and more) ideas stimulate conversation amongst the team, lead to early detection of issues and investigation of solutions. I’ve massively simplified Jurgen’s keynote and have certainly not done it justice, so I will post a link to the video once it’s available. Following more coffee, the next talk was “How releasing faster changes testing” by Alexander Schwartz. This is a topic very close to our hearts at the moment, so I was eager to find out any juicy morsels that could help us achieve more frequent releases, and Alex did not disappoint. He started off by confirming something that I have been a firm believer in for a number of years now; adding more people can do more harm than good when trying to release. This is for a number of reasons, but just adding new people to a team at such a critical time can be more of a drain on resources than they add. The alternative is to have the whole team have shared responsibility for faster delivery. So the whole team is responsible for quality and testing. Obviously you will have the test engineers on the project who have the specialist skills, but there is no reason that the entire team cannot do exploratory testing on the product. This links nicely with the Developer Exploratory testing presented by Sigge on Day 1, and certainly something that my team are really striving towards. Focus on cycle time, so what can be done to reduce the time between dev cycles, release cycles. What’s stops a release, what delays a release? all good solid questions that can be answered. Alex suggested that perhaps the product doesn’t need to be fully tested. Doing less testing will reduce the cycle time therefore get the release out faster. He suggested a risk-based approach to planning what testing needs to happen. Reducing testing could have an impact on revenue if it causes harm to customers, so test the ‘right stuff’! Determine a set of tests that are ‘face saving’ or ‘smoke’ tests. These tests cover the core functionality of the product and aim to prevent major embarrassment if these areas were to fail! Amongst many other very good points, Alex suggested that a good approach would be to release after every new feature is added. So do a bit of work -> release, do some more work -> release. By releasing small increments of work, the impact on the customer of bugs being introduced is reduced. Red Pill, Blue Pill The second keynote of the day was “Adaptation and improvisation – but your weakness is not your technique” by Markus Gartner and proved to be another very good presentation. It started off quoting lines from the Matrix which relate to adapting, improvising, realisation and mastery. It has alot of nerds in the room smiling! Markus went on to explain how through deliberate practice ( and a lot of it!) you can achieve mastery, but then you never stop learning. Through methods such as code retreats, testing dojos, workshops you can continually improve and learn. The code retreat idea was one that interested me. It involved pairing to write an automated test for, say, 45 mins, they deleting all the code, finding a different partner and writing the same test again! This is another keynote where the video will speak louder than anything I can write here! Markus did elaborate on something that Lisa and Janet had touched on yesterday whilst busting the myth that “Testers Must Code”. Whilst it is true that to be a tester, you don’t need to code, it is becoming more common that there is this crossover happening where more testers are coding and more programmers are testing. Markus made a special distinction between programmers and developers as testers develop tests code so this helped to make that clear. “Extending Continuous Integration and TDD with Continuous Testing” by Jason Ayers was my next talk after lunch. We already do CI and a bit of TDD on my project team so I was interested to see what this continuous testing thing was all about and whether it would actually work for us. At the start of the presentation I was of the opinion that it just would not work for us because our tests are too slow, and that would be the case for many people. Jason started off by setting the scene and saying that those doing TDD spend between 10-15% of their time waiting for tests to run. This can be reduced by testing less often, reducing the test time but this then increases the risk of introduced bugs not being spotted quickly. Therefore, in comes Continuous Testing (CT). CT systems run your unit tests whenever you save some code and runs them in the background so you can continue working. This is a really nice idea, but to do this, your tests must be fast, independent and reliable. The latter two should be the case anyway, and the first is ideal, but hard! Jason makes several suggestions to make tests fast. Firstly keep the scope of the test small, secondly spin off any expensive tests into a suite which is run, perhaps, overnight or outside of the CT system at any rate. So this started to change my mind, perhaps we could re-engineer our tests, and continuously run the quick ones to give an element of coverage. This talk was very interesting and I’ve already tried a couple of the tools mentioned on our product (Mighty Moose and NCrunch). Sadly due to the way our solution is built, it currently doesn’t work, but we will look at whether we can make this work because this has the potential to be a mini-game-changer for us. Using the wrong data Gojko’s Hierarchy of Quality The final keynote of the day was “Reinventing software quality” by Gojko Adzic. He opened the talk with the statement “We’ve got quality wrong because we are using the wrong data”! Gojko then went on to explain that we should judge a bug by whether the customer cares about it, not by whether we think it’s important. Why spend time fixing issues that the customer just wouldn’t care about and releasing months later because of this? Surely it’s better to release now and get customer feedback? This was another reference to the idea of how it’s better to build the right thing wrong than the wrong thing right. Get feedback early to make sure you’re making the right thing. Gojko then showed something which was very analogous to Maslow’s heirachy of needs. Successful – does it contribute to the business? Useful – does it do what the user wants Usable – does it do what it’s supposed to without breaking Performant/Secure – is it secure/is the performance acceptable Deployable Functionally ok – can it be deployed without breaking? He then explained that User Stories should focus on change. In other words they should focus on the users needs, not the users process. Describe what the change will be, how that change will happen then measure it! Networking and Beer Following the day’s closing keynote, there were drinks and nibble for the ‘Networking’ evening. This was a great opportunity to talk to people. I find approaching strangers very uncomfortable but once again, when in Rome! Pete Walen and I had a long conversation about only fixing issues that the customer cares about versus fixing issues that make you proud of your software! Without saying much, and asking the right questions, Pete made me re-evaluate my thoughts on the matter. Clever, very clever!  Oh and he ‘bought’ me a beer! My Takeaway Triple from Day 2: release small and release often to minimize issues creeping in and get faster feedback from ‘the real world’ Focus on issues that the customers care about, not what we think is important It’s okay to disagree with someone, even if they are well respected agile testing gurus, that’s how discussion and learning happens!  

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  • Netbook performs hard shutdown without warning on low battery power

    - by Steve Kroon
    My Asus EEE netbook performs a hard shutdown when it reaches low battery power, without giving any warning - i.e. the power just goes off, without any shutdown process. I can't find anything in the syslog, and no error messages are printed before it happens. I've had this problem on previous (K)Ubuntu versions, and hoped updating to Ubuntu Precise would help resolve the issue, but it hasn't. The option in the Power application for "when power is critically low" is currently blank - the only options are a (grayed-out) hibernate and "Power off". I have re-installed indicator-power to no effect. The time remaining reported by acpi is unstable, as is the time remaining reported by gnome-power-statistics. (For example, running acpi twice in succession, I got 2h16min, and then 3h21min remaining. These sorts of jumps in the remaining time are also in the gnome-power-statistics graphs.) It might be possible to write a script to give me advance warning (as per @RanRag's comment below), but I would prefer to isolate why I don't get a critical battery notification from the system before this happens, so that I can take action as appropriate (suspend/shutdown/plug in power) when I get a notification. Some additional information on the battery: kroon@minia:~$ upower -i /org/freedesktop/UPower/devices/battery_BAT0 native-path: /sys/devices/LNXSYSTM:00/device:00/PNP0A08:00/PNP0C0A:00/power_supply/BAT0 vendor: ASUS model: 1005P power supply: yes updated: Fri Aug 17 07:31:23 2012 (9 seconds ago) has history: yes has statistics: yes battery present: yes rechargeable: yes state: charging energy: 33.966 Wh energy-empty: 0 Wh energy-full: 34.9272 Wh energy-full-design: 47.52 Wh energy-rate: 3.7692 W voltage: 12.61 V time to full: 15.3 minutes percentage: 97.248% capacity: 73.5% technology: lithium-ion History (charge): 1345181483 97.248 charging 1345181453 97.155 charging 1345181423 97.062 charging 1345181393 96.970 charging History (rate): 1345181483 3.769 charging 1345181453 3.899 charging 1345181423 4.061 charging 1345181393 4.201 charging kroon@minia:~$ cat /proc/acpi/battery/BAT0/state present: yes capacity state: ok charging state: charging present rate: 332 mA remaining capacity: 3149 mAh present voltage: 12612 mV kroon@minia:~$ cat /proc/acpi/battery/BAT0/info present: yes design capacity: 4400 mAh last full capacity: 3209 mAh battery technology: rechargeable design voltage: 10800 mV design capacity warning: 10 mAh design capacity low: 5 mAh cycle count: 0 capacity granularity 1: 44 mAh capacity granularity 2: 44 mAh model number: 1005P serial number: battery type: LION OEM info: ASUS

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  • How important do you find exception safety to be in your C++ code?

    - by Kai
    Every time I consider making my code strongly exception safe, I justify not doing it because it would be so time consuming. Consider this relatively simple snippet: Level::Entity* entity = new Level::Entity(); entity->id = GetNextId(); entity->AddComponent(new Component::Position(x, y)); entity->AddComponent(new Component::Movement()); entity->AddComponent(new Component::Render()); allEntities.push_back(entity); // std::vector entityById[entity->id] = entity; // std::map return entity; To implement a basic exception guarantee, I could use a scoped pointer on the new calls. This would prevent memory leaks if any of the calls were to throw an exception. However, let's say I want to implement a strong exception guarantee. At the least, I would need to implement a shared pointer for my containers (I'm not using Boost), a nothrow Entity::Swap for adding the components atomically, and some sort of idiom for atomically adding to both the Vector and Map. Not only would these be time consuming to implement, but they would be expensive since it involves a lot more copying than the exception unsafe solution. Ultimately, it feels to me like that time spent doing all of that wouldn't be justified just so that the a simple CreateEntity function is strongly exception safe. I probably just want the game to display an error and close at that point anyway. How far do you take this in your own game projects? Is it generally acceptable to write exception unsafe code for a program that can just crash when there is an exception?

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  • Issue porting Cocos2d-x to Android

    - by Anil
    I've written a basic game using Cocos2D-x on XCode. It works fine on the iPhone. Now I'm trying to port it to Android. When I run the script ./build_native.sh inside the proj.android folder, it gives me the following error: jni/../../Classes/MemoryModeLayer.cpp: In member function 'void MemoryModeLayer::startNewGame()': jni/../../Classes/MemoryModeLayer.cpp:109:25: error: 'time' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:109:25: note: suggested alternative: /Users/abc/android-ndk-r9d/platforms/android-8/arch-arm/usr/include/time.h:40:17: note: 'time' jni/../../Classes/MemoryModeLayer.cpp:111:5: error: 'random_shuffle' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:112:5: error: 'random_shuffle' is not a member of 'std' make: *** [obj/local/armeabi/objs/cocos2dcpp_shared/__/__/Classes/MemoryModeLayer.o] Error 1 make: Leaving directory `/Users/abc/cocos2d-x-2.2.3/projects/Game/proj.android' In MemoryModeLayer.cpp I have the following: std::srand(unsigned(std::time(0))); std::random_shuffle(_xCod, _xCod + _numberOfRows); std::random_shuffle(_yCod, _yCod + _numberOfColumns); I've included the following headers as well: #include <string> #include <ctime> #include <algorithm> #include <iostream> #include <iomanip> Also added using namespace std in the header file. Is there anything else that I should do?

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  • A Look Inside JSR 360 - CLDC 8

    - by Roger Brinkley
    If you didn't notice during JavaOne the Java Micro Edition took a major step forward in its consolidation with Java Standard Edition when JSR 360 was proposed to the JCP community. Over the last couple of years there has been a focus to move Java ME back in line with it's big brother Java SE. We see evidence of this in JCP itself which just recently merged the ME and SE/EE Executive Committees into a single Java Executive Committee. But just before that occurred JSR 360 was proposed and approved for development on October 29. So let's take a look at what changes are now being proposed. In a way JSR 360 is returning back to the original roots of Java ME when it was first introduced. It was indeed a subset of the JDK 4 language, but as Java progressed many of the language changes were not implemented in the Java ME. Back then the tradeoff was still a functionality, footprint trade off but the major market was feature phones. Today the market has changed and CLDC, while it will still target feature phones, will have it primary emphasis on embedded devices like wireless modules, smart meters, health care monitoring and other M2M devices. The major changes will come in three areas: language feature changes, library changes, and consolidating the Generic Connection Framework.  There have been three Java SE versions that have been implemented since JavaME was first developed so the language feature changes can be divided into changes that came in JDK 5 and those in JDK 7, which mostly consist of the project Coin changes. There were no language changes in JDK 6 but the changes from JDK 5 are: Assertions - Assertions enable you to test your assumptions about your program. For example, if you write a method that calculates the speed of a particle, you might assert that the calculated speed is less than the speed of light. In the example code below if the interval isn't between 0 and and 1,00 the an error of "Invalid value?" would be thrown. private void setInterval(int interval) { assert interval > 0 && interval <= 1000 : "Invalid value?" } Generics - Generics add stability to your code by making more of your bugs detectable at compile time. Code that uses generics has many benefits over non-generic code with: Stronger type checks at compile time. Elimination of casts. Enabling programming to implement generic algorithms. Enhanced for Loop - the enhanced for loop allows you to iterate through a collection without having to create an Iterator or without having to calculate beginning and end conditions for a counter variable. The enhanced for loop is the easiest of the new features to immediately incorporate in your code. In this tip you will see how the enhanced for loop replaces more traditional ways of sequentially accessing elements in a collection. void processList(Vector<string> list) { for (String item : list) { ... Autoboxing/Unboxing - This facility eliminates the drudgery of manual conversion between primitive types, such as int and wrapper types, such as Integer.  Hashtable<Integer, string=""> data = new Hashtable<>(); void add(int id, String value) { data.put(id, value); } Enumeration - Prior to JDK 5 enumerations were not typesafe, had no namespace, were brittle because they were compile time constants, and provided no informative print values. JDK 5 added support for enumerated types as a full-fledged class (dubbed an enum type). In addition to solving all the problems mentioned above, it allows you to add arbitrary methods and fields to an enum type, to implement arbitrary interfaces, and more. Enum types provide high-quality implementations of all the Object methods. They are Comparable and Serializable, and the serial form is designed to withstand arbitrary changes in the enum type. enum Season {WINTER, SPRING, SUMMER, FALL}; } private Season season; void setSeason(Season newSeason) { season = newSeason; } Varargs - Varargs eliminates the need for manually boxing up argument lists into an array when invoking methods that accept variable-length argument lists. The three periods after the final parameter's type indicate that the final argument may be passed as an array or as a sequence of arguments. Varargs can be used only in the final argument position. void warning(String format, String... parameters) { .. for(String p : parameters) { ...process(p);... } ... } Static Imports -The static import construct allows unqualified access to static members without inheriting from the type containing the static members. Instead, the program imports the members either individually or en masse. Once the static members have been imported, they may be used without qualification. The static import declaration is analogous to the normal import declaration. Where the normal import declaration imports classes from packages, allowing them to be used without package qualification, the static import declaration imports static members from classes, allowing them to be used without class qualification. import static data.Constants.RATIO; ... double r = Math.cos(RATIO * theta); Annotations - Annotations provide data about a program that is not part of the program itself. They have no direct effect on the operation of the code they annotate. There are a number of uses for annotations including information for the compiler, compiler-time and deployment-time processing, and run-time processing. They can be applied to a program's declarations of classes, fields, methods, and other program elements. @Deprecated public void clear(); The language changes from JDK 7 are little more familiar as they are mostly the changes from Project Coin: String in switch - Hey it only took us 18 years but the String class can be used in the expression of a switch statement. Fortunately for us it won't take that long for JavaME to adopt it. switch (arg) { case "-data": ... case "-out": ... Binary integral literals and underscores in numeric literals - Largely for readability, the integral types (byte, short, int, and long) can also be expressed using the binary number system. and any number of underscore characters (_) can appear anywhere between digits in a numerical literal. byte flags = 0b01001111; long mask = 0xfff0_ff08_4fff_0fffl; Multi-catch and more precise rethrow - A single catch block can handle more than one type of exception. In addition, the compiler performs more precise analysis of rethrown exceptions than earlier releases of Java SE. This enables you to specify more specific exception types in the throws clause of a method declaration. catch (IOException | InterruptedException ex) { logger.log(ex); throw ex; } Type Inference for Generic Instance Creation - Otherwise known as the diamond operator, the type arguments required to invoke the constructor of a generic class can be replaced with an empty set of type parameters (<>) as long as the compiler can infer the type arguments from the context.  map = new Hashtable<>(); Try-with-resource statement - The try-with-resources statement is a try statement that declares one or more resources. A resource is an object that must be closed after the program is finished with it. The try-with-resources statement ensures that each resource is closed at the end of the statement.  try (DataInputStream is = new DataInputStream(...)) { return is.readDouble(); } Simplified varargs method invocation - The Java compiler generates a warning at the declaration site of a varargs method or constructor with a non-reifiable varargs formal parameter. Java SE 7 introduced a compiler option -Xlint:varargs and the annotations @SafeVarargs and @SuppressWarnings({"unchecked", "varargs"}) to supress these warnings. On the library side there are new features that will be added to satisfy the language requirements above and some to improve the currently available set of APIs.  The library changes include: Collections update - New Collection, List, Set and Map, Iterable and Iteratator as well as implementations including Hashtable and Vector. Most of the work is too support generics String - New StringBuilder and CharSequence as well as a Stirng formatter. The javac compiler  now uses the the StringBuilder instead of String Buffer. Since StringBuilder is synchronized there is a performance increase which has necessitated the wahat String constructor works. Comparable interface - The comparable interface works with Collections, making it easier to reuse. Try with resources - Closeable and AutoCloseable Annotations - While support for Annotations is provided it will only be a compile time support. SuppressWarnings, Deprecated, Override NIO - There is a subset of NIO Buffer that have been in use on the of the graphics packages and needs to be pulled in and also support for NIO File IO subset. Platform extensibility via Service Providers (ServiceLoader) - ServiceLoader interface dos late bindings of interface to existing implementations. It helpe to package an interface and behavior of the implementation at a later point in time.Provider classes must have a zero-argument constructor so that they can be instantiated during loading. They are located and instantiated on demand and are identified via a provider-configuration file in the METAINF/services resource directory. This is a mechansim from Java SE. import com.XYZ.ServiceA; ServiceLoader<ServiceA> sl1= new ServiceLoader(ServiceA.class); Resources: META-INF/services/com.XYZ.ServiceA: ServiceAProvider1 ServiceAProvider2 ServiceAProvider3 META-INF/services/ServiceB: ServiceBProvider1 ServiceBProvider2 From JSR - I would rather use this list I think The Generic Connection Framework (GCF) was previously specified in a number of different JSRs including CLDC, MIDP, CDC 1.2, and JSR 197. JSR 360 represents a rare opportunity to consolidated and reintegrate parts that were duplicated in other specifications into a single specification, upgrade the APIs as well provide new functionality. The proposal is to specify a combined GCF specification that can be used with Java ME or Java SE and be backwards compatible with previous implementations. Because of size limitations as well as the complexity of the some features like InvokeDynamic and Unicode 6 will not be included. Additionally, any language or library changes in JDK 8 will be not be included. On the upside, with all the changes being made, backwards compatibility will still be maintained. JSR 360 is a major step forward for Java ME in terms of platform modernization, language alignment, and embedded support. If you're interested in following the progress of this JSR see the JSR's java.net project for details of the email lists, discussions groups.

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  • DHCP server not starting

    - by Bruce
    I'm trying to set a DHCP server on 12.04. I installed: sudo apt-get install isc-dhcp-server My configuration files look like this: /etc/default/isc-dhcp-server INTERFACES="eth0" /etc/network/interfaces auto lo iface lo inet loopback /etc/dhcp/dhcpd.conf ddns-update-style none; default-lease-time 600; max-lease-time 7200; authoritative; log-facility local7; subnet 192.168.1.0 netmask 255.255.255.0 { range 192.168.1.235 192.168.1.240; option subnet-mask 255.255.255.0; option broadcast-address 192.168.1.255; option routers 192.168.1.1; default-lease-time 100000; max-lease-time 100000; } When I run sudo service isc-dhcp-server restart I get: stop: Unknown instance: isc-dhcp-server start/running, process 15384 After this if I run sudo service isc-dhcp-server status it shows that its stopped: isc-dhcp-server stop/waiting What am I doing wrong here?

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  • How do I speed up XML parsing operation?

    - by absentx
    I currently have a php script set up to do some xml parsing. Sometimes the script is set as an on page include and other times it is accessed via an ajax call. The problem is the load time for this particular page is very long. I started to think that the php I had written to find what I need in the XML was written poorly and my script is very resource intense. After much research and testing the problem is indeed not my scripting (well perhaps you could consider it a problem with my scripting), but it looks like it takes a long time to load the particular xml sources. My code is like such: $source_recent = 'my xml feed'; $source_additional = 'the other feed I need'; $xmlstr_recent = file_get_contents($source_recent); $feed_recent = new SimpleXMLElement($xmlstr_recent); $xmlstr_additional = file_get_contents($source_additional); $feed_additional = new SimpleXMLElement($xmlstr_additional); In all my testing, the above code is what takes the time, not the additional processing I do below. Is there anyway around this or am I at the mercy of the load time of the xml URL's? One crazy thought I had to get around it is to load the xml contents into a db every so often, then just query the db for what I need. Thoughts? Ideas?

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