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  • Using Quickly for text-heavy app

    - by Kevin
    I am trying to create a small app that displays documentation. When it is run, the application window will display a main menu with buttons labeled 'Document 1', 'Document 2', etc. If a user clicks on one of those buttons, the text from the corresponding document will be displayed in the window. Very basic. The text documents range in length from 1000 to 5000 words, and they need basic formatting (bold, italic, maybe one or two font choices). My question is this: what is the best way to store and display long blocks of formatted text, using Quickly? There seems to be a few options: (1) I could load the text blocks into long python strings, (2) I could load the text from text files, or (3) I could somehow copy and paste the formatted text into Glade. In the first two options, I'm not sure how I would format the text (add italic and bold, for instance) once it was loaded. I have experience with PHP/MySQL/HTML/CSS/Javascript, but I'm new to Python. Any help would be appreciated.

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  • Group Matchmaking

    - by Simon Kérouack
    Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want to make both teams' average ranking as close as possible. Now also consider we have as a working set the subset of groups currently queuing within a given ranking range. For an example, let's say we have the following groups, ordered by queuing time: Id, playerCount, totalRank, avgRank 0, 3, 126, 42 1, 2, 60, 30 2, 1, 25, 25 3, 2, 80, 40 4, 1, 40, 40 5, 1, 20, 20 6, 3, 150, 50 for this specific subset, the expected output should ideally be: team1: 0, 1 (total: 186) team2: 2, 5, 6 (total: 195) up to now the solution I have been using is to balance out each team by making each team pick the group with highest ranking within the subset turn by turn. The team who picks is the one with the currently lowest average rank unless one is already full. If one team is already full the other team tries to complete itself with groups that would make the rank gap as small as possible. This solution turns out to have issues with frequent edge cases and I'm looking for a better solution, or some fine-tuning that could be made. In most cases, players seems to want teams of 5 people and queue in group of 2. Our average subset when 2 teams of 5 are chosen is made of about 14 players if that may be of any help.

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  • PHP ORM style of querying

    - by Petah
    Ok so I have made an ORM library for PHP. It uses syntax like so: *(assume that $business_locations is an array)* Business::type(Business:TYPE_AUTOMOTIVE)-> size(Business::SIZE_SMALL)-> left_join(BusinessOwner::table(), BusinessOwner::business_id(), SQL::OP_EQUALS, Business::id())-> left_join(Owner::table(), SQL::OP_EQUALS, Owner::id(), BusinessOwner::owner_id())-> where(Business::location_id(), SQL::in($business_locations))-> group_by(Business::id())-> select(SQL::count(BusinessOwner::id()); Which can also be represented as: $query = new Business(); $query->set_type(Business:TYPE_AUTOMOTIVE); $query->set_size(Business::SIZE_SMALL); $query->left_join(BusinessOwner::table(), BusinessOwner::business_id(), SQL::OP_EQUALS, $query->id()); $query->left_join(Owner::table(), SQL::OP_EQUALS, Owner::id(), BusinessOwner::owner_id()); $query->where(Business::location_id(), SQL::in($business_locations)); $query->group_by(Business::id()); $query->select(SQL::count(BusinessOwner::id()); This would produce a query like: SELECT COUNT(`business_owners`.`id`) FROM `businesses` LEFT JOIN `business_owners` ON `business_owners`.`business_id` = `businesses`.`id` LEFT JOIN `owners` ON `owners`.`id` = `business_owners`.`owner_id` WHERE `businesses`.`type` = 'automotive' AND `businesses`.`size` = 'small' AND `businesses`.`location_id` IN ( 1, 2, 3, 4 ) GROUP BY `businesses`.`id` Please keep in mind that the syntax might not be prefectly correct (I only wrote this off the top of my head) Any way, what do you think of this style of querying? Is the first method or second better/clearer/cleaner/etc? What would you do to improve it?

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  • 3D rotation matrices deform object while rotating

    - by Kevin
    I'm writing a small 3D renderer (using an orthographic projection right now). I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain angles. Here's a live demo (only tested in Google Chrome): http://dl.dropbox.com/u/109400107/3D/index.html The box is viewed from the top along the Y axis and is rotating around the X and Z axis. These are my 3 rotation matrices (Only rX and rZ are being used): var rX = new Matrix([ [1, 0, 0], [0, Math.cos(radiants), -Math.sin(radiants)], [0, Math.sin(radiants), Math.cos(radiants)] ]); var rY = new Matrix([ [Math.cos(radiants), 0, Math.sin(radiants)], [0, 1, 0], [-Math.sin(radiants), 0, Math.cos(radiants)] ]); var rZ = new Matrix([ [Math.cos(radiants), -Math.sin(radiants), 0], [Math.sin(radiants), Math.cos(radiants), 0], [0, 0, 1] ]); Before projecting the verticies I multiply them by rZ and rX like so: vert1.multiply(rZ); vert1.multiply(rX); vert2.multiply(rZ); vert2.multiply(rX); vert3.multiply(rZ); vert3.multiply(rX); The projection itself looks like this: bX = (pos.x + (vert1.x*scale)); bY = (pos.y + (vert1.z*scale)); Where "pos.x" and "pos.y" is an offset for centering the box on the screen. I just can't seem to find a solution to this and I'm still relativly new to working with Matricies. You can view the source-code of the demo page if you want to see the whole thing.

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  • Back in Brazil! See you at JavaOne LAD this week

    - by terrencebarr
    It’s great to be back in Sao Paulo. I’m looking forward to a another buzzing JavaOne LAD conference and the energy of the Latin American Java community! And, of course, catching up with Brazilian friends over some serious Caipirinhas I’m part of the Technical Keynote on Tuesday, and doing three technical sessions: Harnessing the Explosion of Advanced Microcontrollers with Embedded Java, Dec 5, 11:15 A New Platform for Ubiquitous Computing: Oracle Java ME Embedded, Dec 5, 17:30 Java ME Embedded Profile 8—for an Embedded World with Increasing Demands, Dec 6, 11:15 In fact, I think I will morph the last session into a more wide sweeping introduction into Java ME 8 (of which the Java ME Embedded Profile 8 is a component) – there is so much new and cool stuff in the pipe that just talking about Java ME Embedded Profile doesn’t do it justice.   Plus, I’ll be showing some small embedded Java toys at the demo booth (in the Exhibition Pavilion).   Hope to see you there!   Cheers, – Terrence Filed under: Mobile & Embedded Tagged: "Java ME 8", "JavaOne LAD", Java Embedded, Java ME

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  • Solved: Operation is not valid due to the current state of the object

    - by ChrisD
    We use public static methods decorated with [WebMethod] to support our Ajax Postbacks.   Recently, I received an error from a UI developing stating he was receiving the following error when attempting his post back: {   "Message": "Operation is not valid due to the current state of the object.",   "StackTrace": "   at System.Web.Script.Serialization.ObjectConverter.ConvertDictionaryToObject(IDictionary`2 dictionary, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.ObjectConverter.ConvertObjectToTypeInternal(Object o, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.ObjectConverter.ConvertObjectToTypeMain(Object o, Type type, JavaScriptSerializer serializer, Boolean throwOnError, Object& convertedObject)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeDictionary(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeDictionary(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.DeserializeInternal(Int32 depth)\r\n   at System.Web.Script.Serialization.JavaScriptObjectDeserializer.BasicDeserialize(String input, Int32 depthLimit, JavaScriptSerializer serializer)\r\n   at System.Web.Script.Serialization.JavaScriptSerializer.Deserialize(JavaScriptSerializer serializer, String input, Type type, Int32 depthLimit)\r\n   at System.Web.Script.Serialization.JavaScriptSerializer.Deserialize[T](String input)\r\n   at System.Web.Script.Services.RestHandler.GetRawParamsFromPostRequest(HttpContext context, JavaScriptSerializer serializer)\r\n   at System.Web.Script.Services.RestHandler.GetRawParams(WebServiceMethodData methodData, HttpContext context)\r\n   at System.Web.Script.Services.RestHandler.ExecuteWebServiceCall(HttpContext context, WebServiceMethodData methodData)",   "ExceptionType": "System.InvalidOperationException" }   Goggling this error brought me little support.  All the results talked about increasing the aspnet:MaxJsonDeserializerMembers value to handle larger payloads.  Since 1) I’m not using the asp.net ajax model and 2) the payload is very small, this clearly was not the cause of my issue. Here’s the payload the UI developer was sending to the endpoint: {   "FundingSource": {     "__type": "XX.YY.Engine.Contract.Funding.EvidenceBasedFundingSource,  XX.YY.Engine.Contract",     "MeansType": 13,     "FundingMethodName": "LegalTender",   },   "AddToProfile": false,   "ProfileNickName": "",   "FundingAmount": 0 } By tweaking the JSON I’ve found the culprit. Apparently the default JSS Serializer used doesn’t like the assembly name in the __type value.  Removing the assembly portion of the type name resolved my issue. { "FundingSource": { "__type": "XX.YY.Engine.Contract.Funding.EvidenceBasedFundingSource", "MeansType": 13, "FundingMethodName": "LegalTender", }, "AddToProfile": false, "ProfileNickName": "", "FundingAmount": 0 }

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  • Agile development challenges

    - by Bob
    With Scrum / user story / agile development, how does one handle scheduling out-of-sync tasks that are part of a user story? We are a small gaming company working with a few remote consultants who do graphics and audio work. Typically, graphics work should be done at least a week (sometimes 2 weeks) in advance of the code so that it's ready for integration. However, since SCRUM is supposed to focus on user stories, how should I split the stories across iteration so that they still follow the user story model? Ideally, a user story should be completed by all the team members in the same iteration, I feel that splitting them in any way violates the core principle of user story driven development. Also, one front end developer can work at 2X pace of backend developers. However, that throws the scheduling out of sync as well because he is either constantly ahead of them or what we have done is to have him work on tasks that not specific to this iteration just to keep busy. Either way, it's the same issue as above, splitting up user story tasks. If someone can recommend an active Google agile development group that discusses these and other issues, that'll be great. Also, if you know of a free alternative to Pivotal Labs, let me know as well. I'm looking now at Agilo.

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  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

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  • How should I generate and store the boundries of a cave?

    - by Bob Roberts
    I am making a small cave copter game (seriously, where did this type of game come from anyway) and I am trying to figure out how to make and store the procedural generated walls. I am thinking about creating the walls by randomly picking two points away from the center of the screen. They will be no closer than the height of helicopter and no further than the edge of the screen, weighted to prefer to go in the same direction as the point prior so I end up with stalactites and stalagmites and not just noise, at set intervals of distance. To store, perhaps parallel arrays/lists, one for distance from center to top screen and one for distance from center to bottom. Am I way off base with my thinking? I just want the cave to be varied and challenging, I just have never worked with generating data like this. Edit: Woah, I just realized that my idea would lead to a player being able to stay in the middle of the screen and win. That isn't right at all. So the very basis of how I was going to generate is wrong. Edit 2: I also realized I left out a very crucial point. Part of the mechanics of the game will let the player go backwards therefor the data structure should be continuous.

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  • To encryption=on or encryption=off a simple ZFS Crypto demo

    - by darrenm
    I've just been asked twice this week how I would demonstrate ZFS encryption really is encrypting the data on disk.  It needs to be really simple and the target isn't forensics or cryptanalysis just a quick demo to show the before and after. I usually do this small demo using a pool based on files so I can run strings(1) on the "disks" that make up the pool. The demo will work with real disks too but it will take a lot longer (how much longer depends on the size of your disks).  The file hamlet.txt is this one from gutenberg.org # mkfile 64m /tmp/pool1_file # zpool create clear_pool /tmp/pool1_file # cp hamlet.txt /clear_pool # grep -i hamlet /clear_pool/hamlet.txt | wc -l Note the number of times hamlet appears # zpool export clear_pool # strings /tmp/pool1_file | grep -i hamlet | wc -l Note the number of times hamlet appears on disk - it is 2 more because the file is called hamlet.txt and file names are in the clear as well and we keep at least two copies of metadata. Now lets encrypt the file systems in the pool. Note you MUST use a new pool file don't reuse the one from above. # mkfile 64m /tmp/pool2_file # zpool create -O encryption=on enc_pool /tmp/pool2_file Enter passphrase for 'enc_pool': Enter again: # cp hamlet.txt /enc_pool # grep -i hamlet /enc_pool/hamlet.txt | wc -l Note the number of times hamlet appears is the same as before # zpool export enc_pool # strings /tmp/pool2_file | grep -i hamlet | wc -l Note the word hamlet doesn't appear at all! As a said above this isn't indended as "proof" that ZFS does encryption properly just as a quick to do demo.

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  • Music While Coding [closed]

    - by inspectorG4dget
    Hi SO, Generally, while I'm coding, I prefer to listen to some background music. Nothing that'll get me distracted, but something that'll help keep the rhythm and isn't counterproductive when I need to stop coding to debug or to think of a way to solve a small problem that stands in the way of progress. Now, I have read some similar questions on reddit and on SO - specifically: which songs do you find most productive to listen to while coding, Music while programming and more. Sadly a lot of these questions were closed as off-topic, etc. But (1) I don't think this question is off-topic and I think that a lot of programmers can benefit from it. (2) It's a real question. I really want to know what music you guys would recommend because music helps when I'm coding. It's sad that SO: Music to listen to while coding cannot be found and this isn't of much help. I hope this doesn't get closed. PS: I want to turn this into a community wiki, but I don't seem to know how. I'd appreciate any help. Thank you, all. In response to kirk.burleson's comment: In case the question isn't already clear, I'm asking for recommendations/opinions of music to listen to while coding. I would like to know what you listen to when you code so that I can try it too. I am running out of good "coding music" and this is a problem for me because good "coding music" helps me code better.

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  • How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?

    - by Milo
    I'm working on my player object for my game. PhysicsBodyDef def; def.fixedRotation = true; def.density = 1.0f; def.position = Vec2(200.0f, 200.0f); def.isDynamic = true; def.size = Vec2(50.0f,200.0f); m_player.init(def,&m_physicsEngine.getWorld()); This is how he moves: b2Vec2 vel = getBody()->GetLinearVelocity(); float desiredVel = 0; if (m_keys[ALLEGRO_KEY_A] || m_keys[ALLEGRO_KEY_LEFT]) { desiredVel = -5; } else if (m_keys[ALLEGRO_KEY_D] || m_keys[ALLEGRO_KEY_RIGHT]) { desiredVel = 5; } else { desiredVel = 0; } float velChange = desiredVel - vel.x; float impulse = getBody()->GetMass() * velChange; //disregard time factor getBody()->ApplyLinearImpulse( b2Vec2(impulse,0), getBody()->GetWorldCenter(),true); This creates a few problems. First, to move the player at a constant speed he must be given a high velocity. The problem with this is if he just comes in contact with a small box, he makes it move a lot. Now, I can fix this by lowering his density, but then comes my main issue: I need other objects to be able to run into him, but when they do, he should be like a static wall and not move. I'm not sure how to do that without high density. I cannot use collision groups since I still need him to be solid toward other dynamic things. How can this be done? Essentially, how do I prevent other dynamic bodies from affecting the player's velocity?

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  • Should I modify an entity with many parameters or with the entity itself?

    - by Saeed Neamati
    We have a SOA-based system. The service methods are like: UpdateEntity(Entity entity) For small entities, it's all fine. However, when entities get bigger and bigger, to update one property we should follow this pattern in UI: Get parameters from UI (user) Create an instance of the Entity, using those parameters Get the entity from service Write code to fill the unchanged properties Give the result entity to the service Another option that I've experienced in previous experiences is to create semantic update methods for each update scenario. In other words instead of having one global all-encompasing update method, we had many ad-hoc parametric methods. For example, for the User entity, instead of having UpdateUser (User user) method, we had these methods: ChangeUserPassword(int userId, string newPassword) AddEmailToUserAccount(int userId, string email) ChangeProfilePicture(int userId, Image image) ... Now, I don't know which method is truly better, and for each approach, we encounter problems. I mean, I'm going to design the infrastructure for a new system, and I don't have enough reasons to pick any of these approaches. I couldn't find good resources on the Internet, because of the lack of keywords I could provide. What approach is better? What pitfalls each has? What benefits can we get from each one?

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  • XNA texture stretching at extreme coordinates

    - by Shaun Hamman
    I was toying around with infinitely scrolling 2D textures using the XNA framework and came across a rather strange observation. Using the basic draw code: spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null); spriteBatch.Draw(texture, Vector2.Zero, sourceRect, Color.White, 0.0f, Vector2.Zero, 2.0f, SpriteEffects.None, 1.0f); spriteBatch.End(); with a small 32x32 texture and a sourceRect defined as: sourceRect = new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height); I was able to scroll the texture across the window infinitely by changing the X and Y coordinates of the sourceRect. Playing with different coordinate locations, I noticed that if I made either of the coordinates too large, the texture no longer drew and was instead replaced by either a flat color or alternating bands of color. Tracing the coordinates back down, I found the following at around (0, -16,777,000): As you can see, the texture in the top half of the image is stretched vertically. My question is why is this occurring? Certainly I can do things like bind the x/y position to some low multiple of 32 to give the same effect without this occurring, so fixing it isn't an issue, but I'm curious about why this happens. My initial thought was perhaps it was overflowing the coordinate value or some such thing, but looking at a data type size chart, the next closest below is an unsigned short with a range of about 32,000, and above is an unsigned int with a range of around 2,000,000,000 so that isn't likely the cause.

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  • Web Development Environment: How to distribute edited hosts files over bunch of mac machines?

    - by Alex Reds
    I am doing some research to prepare some web development environment for our small(10ppl and growing) new office. User Case: For each new web project usually we create new alias on an Apache server someproject.companywebsite From my understanding in order to see this website locally for all the rest of our team(including mangers and directors) they will need to edit hosts file (e.g. "192.168.1.10 someproject.companywebsite"), and like that each time for a new project(can be 2-5 each week) Solution: And I looking for a solution how to edit this hosts file only once and distribute it over all mac machines in our network at once or much more flawlessly than poking around with each machine every time over and over again. Is that possible? Or that a very wrong way of doing that? Perhaps we better set up own local dns server and point to it our router? Though own dns server a bit concerns me because of might be some network interruption and others lags, if you know what I mean. Or perhaps there are another workflows for that? What's the best way for such things? So I'll be so grateful to hear some advices from experienced admins. I couldn't find that info on internet, so if you know where to read about it, point me in a right direction. Thank you in advance Alex

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  • Ubuntu doesn't load, can't even open a terminal to type commands, even after boot repair

    - by Sky
    When I start Ubuntu I only get my desktop picture and am unable to open a terminal to type any commands. When I try a Guest session all I get is a red Ubuntu backdrop, nothing else. I tried boot repair but no improvement. Summary information following boot repair: http://paste.ubuntu.com/8109809/ I can paste some of it here if someone can tell me which part of it is relevant. This all occurred after I tried to remove compizconfig (which I might not have completed), because it's been using up my CPU (running at 50-60% with compiz at the top in System monitor. My laptop has been running very slow since installing Ubuntu so I've been trying to fix that, also website videos play slow and the startup of Ubuntu has been faulty. I also installed a proprietory Nvidia driver (304) before this launcher issue occurred, in an effort to fix my video problem (didn't help anything). Laptop is Dell 620m with Intel Core 2; 1.83GHz, 2 GB RAM, Ubuntu 14.04 (new to Linux); 66GB Ubuntu partition. Everything works fine on the small XP partition of my laptop, but I've moved all my files to the larger Ubuntu portion. I wanted to try some answers I found to similar questions but they all seem to involve commands in a terminal and I can't open a terminal. How can I get the launcher back, along with access to my programmes etc? Thank you for any help.

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • Making LISPs manageable

    - by Andrea
    I am trying to learn Clojure, which seems a good candidate for a successful LISP. I have no problem with the concepts, but now I would like to start actually doing something. Here it comes my problem. As I mainly do web stuff, I have been looking into existing frameworks, database libraries, templating libraries and so on. Often these libraries are heavily based on macros. Now, I like very much the possibility of writing macros to get a simpler syntax than it would be possible otherwise. But it definitely adds another layer of complexity. Let me take an example of a migration in Lobos from a blog post: (defmigration add-posts-table (up [] (create clogdb (table :posts (integer :id :primary-key ) (varchar :title 250) (text :content ) (boolean :status (default false)) (timestamp :created (default (now))) (timestamp :published ) (integer :author [:refer :authors :id] :not-null)))) (down [] (drop (table :posts )))) It is very readable indeed. But it is hard to recognize what the structure is. What does the function timestamp return? Or is it a macro? Having all this freedom of writing my own syntax means that I have to learn other people's syntax for every library I want to use. How can I learn to use these components effectively? Am I supposed to learn each small DSL as a black box?

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  • Visual Studio 2010 editor painfully slow [closed]

    - by Daniel Gehriger
    I'm running out of patience with MS VisualStudio 2010: I'm working on a solution containing ~50 C++ projects. When using the editor, I experience a lag of 1 - 2 seconds whenever I move the cursor to a different line, or when I move to a different window, or generally when the editor losses and gains focus. I went through a whole series of optimizations, to no avail: installed all hotfixes for VS2010 disabled all add-ins and extensions disabled Intellisense deleted all temporary files created by VS2010 disabled hardware acceleration unloaded all but 15 projects disabled tracking changes closed all but one window and so on. This is on a Dual Core machine with SSD harddrive (verified throughput 100MB/s), enough free space on HD, Windows 7 Pro 32-bit with 3GB of RAM and most of it still free. Whenever I type a letter, CPU usage of devenv.exe goes to 50 - 90% in process monitor for 1 - 2 seconds before returning to 5%. I used Process Explorer to analyze registry and file system access, and I only notice frequent accesses to the .sln file (which is quiet small), and a few registry reads, but nothing that would raise a red flag. I don't have this problem with solutions containing less projects, so I'm inclined to think that it's related to the number of projects. For your information, the entire solution has been migrated over the years from VS2005 to VS2008 to now VS2010. Does anyone have any ideas what else I could do to resume work on this project, other than returning to VS2008?

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  • Delphi Client-Server Application using Firebird 2.5 error

    - by Japie Bosman
    I have got a lengthy question to ask. First of all Im still very new when it comes to Delphi programming and my experience has beem mostly developing small single user database applications using ADO and an Access database. I need to take the transition now to a client server application and this is where the problem starts. I decided to use Firebird 2.5 embeded as my database, as it is open source, and it is can be used with the interbase components in Delphi and that multiple clients can access the database simultanously. So I followed the interbase tutorial in Delphi. I managed to connect the client to the server and see the data in the example (While both are running on my pc), but when i tried to move the client to another pc, keeping the server on mine and running it to see if I can connect to the server it gave me the following error. Exception EIdSocketError in module clientDemo.exe at 0029DCAC. Socket Error # 10061 Connection refused. I understand that this might be because the host is defined as localhost in the client. But here is my first question. In the TSQLConncetion you can set die hostname under Driver-Hostname. The thing I want to know is how do you do this at run time, as I cannot get the property when I try and make an edit box to allow the user to enter the value and then set it via code like for example: SQLConncetion1.Driver.Hostname := edtHost.text; The thing is there is not such property to set, so how do you set the hostname at run time? Im using Delphi XE2 There is still a lot of questions to come especially when it comes to deployment, but I will take this piece by piece and I appreciate the advice.

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  • Using Coherence API to get POF bytes

    - by Bruno.Borges
    Someone raised the question on how to use the Coherence API to get the bytes of an object in POF (Portable Object Format) programatically. So I came up with this small code that shows the very cool API simple usage :-)   SimplePofContext spc = new SimplePofContext();    spc.registerUserType(0, User.class, new UserSerializer());    // consider UserSerializer as an implementation of PofSerializer            User u = new User();    u.setId(21);    u.setName("Some Name");    u.setEmail("[email protected]");            ByteArrayOutputStream baos = new ByteArrayOutputStream();    DataOutput dataOutput = new DataOutputStream(baos);    BufferOutput bufferOutput = new WrapperBufferOutput(dataOutput);    spc.serialize(bufferOutput, u);            byte[] byteArray = baos.toByteArray();    System.out.println(Arrays.toString(byteArray));  Easy, isn't?

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  • Cross platform development query

    - by Ian
    I'm a Microsoft developer mainly, but there are a couple of small-ish projects I'd like to fiddle with which would benefit from being cross platform. The platforms I want to target are: Windows, Linux, Mac, Android and preferably iPhone, web (running in a browser). I need 3D (Around the level of support seen in something like Minecraft (I'm not writing Minecraft)), some networking. I'm pretty certain Java would work on all except iPhone. Looking at the "related questions" above it's offered up QT (no browser or phone afaik) and also HTML/CSS/Javascript (3D? package for desktop?) The other alternative is to have seperate versions for seperate platforms, developed with some common code where possible. That option isn't something I know anything about. Does anyone have experience of this sort of conundrum? I figured here was better than SO, because I imagine there are compromises which extend beyond technical choice. Finally, this is not a commercial operation, so some of the very expensive cross platform tools are out of the question unless they offer some sort of community edition. Thanks for your time.

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  • Paying it Forward

    - by Liam McLennan
    You’re a talented guy (or girl). You’ve done alright. Years of hard work and stick-to-it-ive-ness have paid off and left you with plenty and an opportunity to make a positive difference to someone else. And then there are people with less than they need. Sometimes all they need to help themselves is a start. Opportunity International provide micro financing to help people grow their small businesses so that they can afford food, shelter, water and education. microfinance to solve poverty   MonsoonerOrLater This June, Chris, Angus (my brother) and I are travelling to India, entering into a rickshaw race and raising money for charity (Opportunity International and Round Table India). The Deccan Odyssey is a nine day rally, racing up the coast of India from Goa to Mumbai in a three wheeled motorbike. If you would like to support us, please make a tax deductable donation via our secure site at GoFundraise. For more information take a look at the MonsoonerOrLater site. If you live in Brisbane come along to An Evening With MonsoonerOrLater. The entry fee includes a three-course Indian meal, live music, henna tattooist, chilli eating competition, best bollywood dance off, Dhalsim Vs Dhalsim Street fighter, Delhi Belly Bet, Auctions and Prizes. All profits go to our charities: Round Table India and Opportunity International.

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  • github team workflow - to fork or not?

    - by aporat
    We're a small team of web developers currently using subversion but soon we're making a switch to github. I'm looking at different types of github workflows, and we're not sure if the whole forking concept in github for each developer is such a good idea for us. If we use forks, I understand each developer will have his own private remote & local repositories. I'm worried it will make pushing changesets hard and too complex. Also, my biggest concern is that it will force each developer to have 2 remotes: origin (which is the remote fork) and an upstream (which is used to "sync" changes from the main repository). Not sure if it's such a easy way to do things. This is similar to the workflow explained here: https://github.com/usm-data-analysis/usm-data-analysis.github.com/wiki/Git-workflow If we don't use forks, we can probably get by fine by using a central repo creating a branch for each task we're working on, and merge them into the development branch on the same repository. It means we won't be able to restrict merging of branches and might be a little messy to have many branches on the central repository. Any suggestions from teams who tried both workflow?

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  • OpenGL profiling with AMD PerfStudio 2

    - by Aurus
    I'm rendering just a really small amount of polygons for my UI but however I still tried to increase the FPS. In the end I removed redundant calls which increased the FPS. I really don't want to lose FPS for nothing so I keep looking for more improvements. The first thing I noticed is the "huge" time where no calls are made before SwapBuffer (the black one). Well I know that OpenGL works asynchronous so SwapBuffer has to wait until everything is done. But shouldn't PerfStudio mark this time also as black ? Correct me If I am wrong. The second thing I noticed is that some glUniform2f calls just take longer (the brown ones). I mean they should all upload 2floats to the GPU how can the time be so different from call to call. The program isn't even changed or something like that. I also tried to look at other programs like gDebugger or CodeXL but they often crashed and they show less statistics (only # of calls or redundant calls etc.) EDIT: I also realized that the draw calls also have different durations, which was obvious for me but sometimes drawing more vertices is faster than drawing less vertices.

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