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  • Service layer coupling

    - by Justin
    I am working on writing a service layer for an order system in php. It's the typical scenario, you have an Order that can have multiple Line Items. So lets say a request is received to store a line item with pictures and comments. I might receive a json request such as { 'type': 'Bike', 'color': 'Red', 'commentIds': [3193,3194] 'attachmentIds': [123,413] } My idea was to have a Service_LineItem_Bike class that knows how to take the json data and store an entity for a bike. My question is, the Service_LineItem class now needs to fetch comments and file attachments, and store the relationships. Service_LineItem seems like it should interact with a Service_Comment and a Service_FileUpload. Should instances of these two other services be instantiated and passed to the Service_LineItem constructor,or set by getters and setters? Dependency injection seems like the right solution, allowing a service access to a 'service fetching helper' seems wrong, and this should stay at the application level. I am using Doctrine 2 as a ORM, and I can technically write a dql query inside Service_LineItem to fetch the comments and file uploads necessary for the association, but this seems like it would have a tighter coupling, rather then leaving this up to the right service object.

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  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

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  • CodePlex Daily Summary for Saturday, July 20, 2013

    CodePlex Daily Summary for Saturday, July 20, 2013Popular ReleasesC# Intellisense for Notepad++: Initial release: Members auto-complete Integration with native Notepad++ Auto-Completion Auto "open bracket" for methods Right-arrow to accept suggestions51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.19.4: One Click Install from NuGet This release introduces the 51Degrees.mobi IIS Vary Header Fix. When Compression and Caching is used in IIS, the Vary header is overwritten, making intelligent caching with dynamic content impossible. Find out more about installing the Vary Header fix. Changes to Version 2.1.19.4Handlers now have a ‘Count’ property. This is an integer value that shows how many devices in the dataset that use that handler. Provider.cs -> GetDeviceInfoByID to address a problem w...SalarDbCodeGenerator: SalarDbCodeGenerator v2.1.2013.0719: Version 2.1.2013.0719 2013/7/19 Pattern Changes: * DapperContext pattern is added. * All patterns are updated to work with one-to-one relations. Changes: * One-to-one relation is supported. * Minor bug fixes.Player Framework by Microsoft: Player Framework for Windows and WP (v1.3 beta 2): Includes all changes in v1.3 beta 1 Additional support for Windows 8.1 Preview New API (JS): addTextTrack New API (JS): msKeys New API (JS): msPlayToPreferredSourceUri New API (JS): msSetMediaKeys New API (JS): onmsneedkey New API (Xaml): SetMediaStreamSource method New API (Xaml): Stretch property New API (Xaml): StretchChanged event New API (Xaml): AreTransportControlsEnabled property New API (Xaml): IsFullWindow property New API (Xaml): PlayToPreferredSourceUri proper...Outlook 2013 Add-In: Multiple Calendars: As per popular request, this new version includes: - Support for multiple calendars. This can be enabled in the configuration by choosing which ones to show/hide appointments from. In some cases (public folders) it may time out and crash, and so far it only supports "My Calendars", so not shared ones yet. Also they're currently shown in the same font/color so there are no confusions with color categories, but please drop me a line on any suggestions you'd like to see implemented. - Added fri...Circuit Diagram: Circuit Diagram 2.0 Beta 2: New in this release: Show grid in editor Cut/copy/paste support Bug fixesCommunity TFS Build Extensions: July 2013: The July 2013 release contains VS2010 Activities(target .NET 4.0) VS2012 Activities (target .NET 4.5) VS2013 Activities (target .NET 4.5.1) Community TFS Build Manager VS2012 The Community TFS Build Manager can also be found in the Visual Studio Gallery here where updates will first become available. A version supporting VS2010 is also available in the Gallery here.DaRenamer: Renamer 2.1.0.5: Version 2.1.0.5 -fixed minor bugInstall Verify Tool: Install Verify Tool V 1.0: Win Service Web Service Win Service Client Web Service ClientOrchard Project: Orchard 1.7 RC: Planning releasedTerminals: Version 3.1 - Release: Changes since version 3.0:15992 Unified usage of icons in user interface Added context menu in Organize favorites grid Fixed:34219 34210 34223 33981 34209 Install notes:No changes in database (use database from release 3.0) No upgrade of configuration, passwords, credentials or favorites See also upgrade notes for release 3.0PMU Connection Tester: PMU Connection Tester v4.4.0: This is the current release build of the PMU Connection Tester, version 4.4.0 This version of the connection tester was released with openPDC 1.5 SP1 and openPDC 2.0 BETA. This application requires that .NET 4.0 already be installed on your system. Note this is the last release of the PMU Connection Tester that will built on .NET 4.0 using the TVA Code Library and the Time-series Framework. Future releases of the PMU Connection Tester will be built on .NET 4.5 (or later) using the Grid Sol...HiUpdateTools - easy publish and update your app: HiUpdateTools Add-in 1.0.0.5: - Generate ClientConfig.xml and adding to the project - Set ClientConfig.xml option "CopyToOutputDirectory"= Copy if newer - Fix client path not ending the backslash - Add Client assembly to VSX package - On first use, the tool is added to the reference to the client assembly - Fix client application - Multi-instance application - Run single instance of update applicationopen gaze and mouse analyzer: Ogama 4.4 BETA: This beta was published on 16.07.2013 and includes fixes and improvements since last 4.3 release, mainly in the recording section which solves problems with tobii and mirametrix devices, see the source code tab for details. Please test it, if you have one of this devices and give me feedback using the issue tracker or discussion tabs. Don´t forget to install .Net 4 framework and SQL Express before installing Ogama. When using Tobii tracking devices, you have to install apple bonjour also. On...SpaceFlight: SpaceFlight_v1.1: Added VCRedist.exe , run this first if you get the "MSVCP100.dll is missing" issueAdvanced Resource Tab for Blend: Advanced Resource Tab 2.0: Added filtering of (sub)-resource items and collapsing / expanding of all resource dictionaries.Media Companion: Media Companion MC3.573b: XBMC Link - Let MC update your XBMC Library Fixes in place, Enjoy the XBMC Link function Well, Phil's been busy in the background, and come up with a Great new feature for Media Companion. Currently only implemented for movies. Once we're happy that's working with no issues, we'll extend the functionality to include TV shows. All the help for this is build into the application. Go to General Preferences - XBMC Link for details. Help us make it better* Currently only tested on local and ...Wsus Package Publisher: Release v1.2.1307.15: Fix a bug where WPP crash if 'ShowPendingUpdates' is start with wrong credentials. Fix a bug where WPP crash if ArrivalDateAfter and ArrivalDateBefore is equal in the ComputerView. Add a filter in the ComputerView. (Thanks to NorbertFe for this feature request) Add an option, when right-clicking on a computer, you can ask for display the current logon user of the remote computer. Add an option in settings to choose if WPP ping remote computers using IPv4, IPv6 or IPv6 and, if fail, IP...Lab Of Things: vBeta1: Initial release of LoTVidCoder: 1.4.23: New in 1.4.23 Added French translation. Fixed non-x264 video encoders not sticking in video tab. New in 1.4 Updated HandBrake core to 0.9.9 Blu-ray subtitle (PGS) support Additional framerates: 30, 50, 59.94, 60 Additional sample rates: 8, 11.025, 12 and 16 kHz Additional higher bitrates for audio Same as Source Constant Framerate 24-bit FLAC encoding Added Windows Phone 8 and Apple TV 3 presets Introduced process isolation for encodes. Now if HandBrake crashes, VidCoder will ...New ProjectsAIDE (Automata-Identification Engine): AIDE is a automata-identification engine.CalligraphyMVVM: MVVM Calligraphy Windows Phone, Web ASP.NET MVCCentrify DirectControl PowerShell Module: The Centrify DirectControl PowerShell Module is based on Centrify API to give management control on Centrify data store into Active Directory.Cleveland Free Clinic: Cleveland Free Clinicfacebook???????????: facebook????????????????????Functional Reach: A Microsoft Kinect activity that using skeletal tracking to run a randomized stretching activity for patients that have prescribed home exercises for stroke.HR Project: This is a HR Project for Place company.OfflineBrowser: Offline browser for jw.org.ricerca-docs: Sphinx documentation for ricerca.Sample EventAgregator: Sample EventAgregator This is an example of using EventAgregator on WinRT / Windows 8 with the C # programming language. EventAgregator itself is part of PrismSMSGateWay: CMPP,SGIP,SMGP ????SP?? ??,????,?????,???. ??????,????,?????,????......?????,????? ????SPID ,MsgSrc,???,???IP,?????? ?????,?????,??,????vimrc file: vimrc file

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  • Validate that a Checkbox is checked using javascript

    - by H(at)Ni
    I was facing a challenge yesterday that I was creating a Visual webpart and I wanted to validate the a submit button is only visible if the user checked a "I agree to terms" checkbox. Something was weired that I tested my code on a normal asp.net website and it worked perfectly while it had a different behaviour inside the webpart which is whenever I check the checkbox, the button is enabled but it will not fire the asp.net validators in client side. It posts back the page and then the validators appear after that. So, I tried to change my type of thinking and I reached a different solution is that to call a javascript function whenever the button is clicked and then check if the checkbox is clicked or not. To illustrate more, here are an example to what I'm saying: 1. Button in aspx page: <asp:Button OnClientClick="CheckForCondition();"  ValidationGroup="CompaniesSection" ID="btnCompaniesSubmit"                         runat="server" Text="Submit" /> 2. CheckForCondition() function: <script language="javascript" type="text/javascript">                         function CheckForCondition() {                             if ($jq('#<%= ChkCompanyCheck.ClientID %>:checked').val() == undefined) {                                 $jq('#lblCheckBox').show();                                 return false;                             }                             else {                                 $jq('#lblCheckBox').hide();                                 return true;                             }                         }                      </script> 3. lblCheckBox is simply a label that shows a red asterisk beside the checkbox to indicate that it's a required field. <label id="lblCheckBox" style="color:Red;display:none">*</label>

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  • How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?).

    - by lalan
    Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art just for fun and learn more. Question: How should I approach the process of creating an artistic tree (2d perhaps with fixed camera/perspective) dynamically? Ideally I would like to start with a plant (only a stem with a leaf) and grow it dynamically using some influence (input/user action) over its structure. These influences may result in different type of branching, curves in branches, its spread, location of fruits, color of flowers, etc. Want it to be really full of life/spirit. :) Plants vs Zombies: Tree of wisdom It would be great to dynamically grow a similar tree, but with lot more variation and animations happening. My Background: Student / Programmer, have used few game engines (Ogre3d, cocos2d, unity). Haven't really programmed directly using openGL, trying to fix that :). I am ready to spend considerable time, Please let me know about the APIs? and how would an expert like you would take on this problem? Why 2D? I think it's easier to solve the problem only considering 2 dimensions. Artistic inspirations: Only the tree, with fruits and leaves, without the shrubs at the bottom The large tree (visible branches, green leaves, flowers, fruits, etc) on the left, behind monkey. PixelJunk's Eden (Art style inspiration). Procedurally Generated Apple Tree using Fractals Please let me know if it was easy for you to understand the question, I may elaborate further. I hope a discussion of various approach would be helpful for everyone. You guys are awesome.

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  • ADF Faces Skin Editor - How to Work with It

    - by Shay Shmeltzer
    The ODTUG Kscop11 conference was a great success with lots of sessions about FMW running in a special track. I did several sessions and labs in the conference, and I thought it might be a good idea to at least give you a taste of what you might have missed. So here is most of what I demoed in my ADF Faces Skinning session (not all though - that session was 60 minutes long, and while everyone did end up going out of the building in the middle because of a fire drill for about 5 minutes, there was other things covered in the session as well). In the demo here you'll see how to generate new images and default color scheme, how to identify a component class with Firebug, how to skin a component, how to identify the global selector of a property, how to change fonts and how to change strings. By the way, for more on ADF Skinning you should also listen to the ADF Insider seminar that Frank Nimphius recorded on skinning, it will give you better understanding of the overall skinning process. P.S. in the demo I add an entry to the web.xml file which prevent ADF Faces from compressing the HTML that is generated. The entry is for org.apache.myfaces.trinidad.DISABLE_CONTENT_COMPRESSION  and I set it to true. This is very useful when you work on creating the skin, but don't forget to un-set it before you go production.

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  • How do I clip an image in OpenGL ES on Android?

    - by Maxim Shoustin
    My game involves "wiping off" an image by touch: After moving a finger over it, it looks like this: At the moment, I'm implementing it with Canvas, like this: 9Paint pTouch; 9int X = 100; 9int Y = 100; 9Bitmap overlay; 9Canvas c2; 9Rect dest; pTouch = new Paint(Paint.ANTI_ALIAS_FLAG); pTouch.setXfermode(new PorterDuffXfermode(Mode.SRC_OUT)); pTouch.setColor(Color.TRANSPARENT); pTouch.setMaskFilter(new BlurMaskFilter(15, Blur.NORMAL)); overlay = BitmapFactory.decodeResource(getResources(),R.drawable.wraith_spell).copy(Config.ARGB_8888, true); c2 = new Canvas(overlay); dest = new Rect(0, 0, getWidth(), getHeight()); Paint paint = new Paint();9 paint.setFilterBitmap(true); ... @Override protected void onDraw(Canvas canvas) { ... c2.drawCircle(X, Y, 80, pTouch); canvas.drawBitmap(overlay, 0, 0, null); ... } @Override 9public boolean onTouchEvent(MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: { X = (int) event.getX(); Y = (int) event.getY();9 invalidate(); c2.drawCircle(X, Y, 80, pTouch);9 break; } } return true; ... What I'm essentially doing is drawing transparency onto the canvas, over the red ball image. Canvas and Bitmap feel old... Surely there is a way to do something similar with OpenGL ES. What is it called? How do I use it? [EDIT] I found that if I draw an image and above new image with alpha 0, it goes to be transparent, maybe that direction? Something like: gl.glColor4f(0.0f, 0.0f, 0.0f, 0.01f);

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  • Digital HD Transition

    - by Bill Evjen
    The HD Experience Roughly 53% of the viewing public has HD capable devices in their home 24% think they are watching HD while they have no subscription to any HD content Today’s HD Considerations Choices abound: format resolution – 720p, 1080i/p frame rates compression and wrapping audio compression and delivery metadata packaging, delivery, and usage content delivery protocols Metadata is going to be a part of the overall experience With emerging technologies: Super Hi-Vision (SHV, UHDTV 4320p), 3D HEVC/H.265, WEBM/VP8 HDBaseT, P2PTV Dolby Pulse/HE-AAC Industry standardization Metadata registration, packaging, and delivery standards Improved picture and sound quality is a logical next step but we need to also think about the end to end viewing experience including; 3D video and audio content Mixed-mode viewing to bring interactive and immersive experiences Content Transportability both on-to and off-of the aircraft High Definition Standardization Analog switch off around the world DTV transition completed: 17 countries DTV transition in progress: 45 countries The EU has mandated the end of 2012 as the final date for Analog Switch Off D-Cinema was standardized by SMPTE in 2006 Airlines are installing HD displays today Passengers are bringing their own devices now HD TV on airlines are getting bigger and bigger – bigger than SD was – now up to 23” Gray scale data input for color – 6 to 8 bit Contrast – 400 to 700 Backlit – LED Encryption – can it be the same for HD? PPV in the cabin?

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • techniques for displaying vehicle damage

    - by norca
    I wonder how I can displaying vehicle damage. I am talking about an good way to show damage on screen. Witch kind of model are common in games and what are the benefits of them. What is state of the art? One way i can imagine is to save a set of textures (normal/color/lightmaps, etc) to a state of the car (normal, damage, burnt out) and switch or blending them. But is this really good without changing the model? Another way i was thinking about is preparing animations for different locations on my car, something like damage on the front, on the leftside/rightside or on the back. And start blending the specific animation. But is this working with good textures? Whats about physik engines? Is it usefull to use it for deforming vertexdata? i think losing parts of my car (doors, sirens, weapons) can looks really nice. my game is a kind of rts in a top down view. vehicles are not the really most importend units (its no racing game), but i have quite a lot in. thx for help

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  • MongoDB: Replicate data in documents vs. “join”

    - by JavierCane
    Disclaimer: This is a question derived from this one. What do you think about the following example of use case? I have a table containing orders. These orders has a lot of related information needed by my current queries (think about the products; the buyer information; the region, country and state of the sale point; and so on) In order to think with a de-normalized approach, I don't have to put identifiers of these related items in my main orders collection. Instead, I have to repeat all the information for each order (ie: I will repeat the buyer's name, surname, etc. for each of its orders). Assuming the previous premise, I'm committing to maintain all the data related to an order without a lot of updates (because if I modify the buyer's name, I'll have to iterate through all orders updating the ones made by the same buyer, and as MongoDB blocks at a document level on updates, I would be blocking the entire order at the update moment). I'll have to replicate all the products' related data? (ie: category, maker and optional attributes like color, size…) What if a new feature is requested and I've to make a lot of queries with the products "as the entry point of the query"? (ie: reports showing the products' sales performance grouping by region, country, or whatever) Is it fair enough to apply the $unwind operation to my orders original collection? (What about the performance?) I should have to do another collection with these queries in mind and replicate again all the products' information (and their orders)? Wouldn't be better to store a product_id in the original orders collection in order to be more tolerable to requirements change? (What about emulating JOINs?) The optimal approach would be a mixed solution with a RDBMS system like MySQL in order to retrieve the complete data? I mean: store products, users, and location identifiers in the orders collection and have queries in MySQL like getAllUsersDataByIds in which I would perform a SELECT * FROM users WHERE user_id IN ( :identifiers_retrieved_from_the_mongodb_query )

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  • How can I ensure my Collada model fits on an iPhone screen?

    - by rakeshNS
    Hi I am new to game development. I see many examples and tried myself like displaying triangle, cube etc. Now I am looking to render a Collada object. So I created a Collada object using Google Sketch up and trying to render that now. But the thing I am not understanding is, in all examples the vertices are between -1.0 and +1.0 values. But when I looked into that Collada file, the vertices were ranging from -30.0 to 90.0. I know any vertices greater than 1.0 will not display on iPhone. So can you pleas tell my the secret behind converting Object coordinate to normalized vector coordinate? My previous triangle defined as struct Vertex{ float Position[3]; float Color[4]; }; const Vertex Vertices[] = { {{-0.5, -0.866}, {1, 1, 0.5f, 1}}, {{0.5, -0.866}, {1, 1, 0.5, 1}}, {{0, 1}, {1, 1, 0.5, 1}}, {{-0.5, -0.866}, {0.5f, 0.5f, 0.5f}}, {{0.5, -0.866}, {0.5f, 0.5f, 0.5f}}, {{0, -0.4f}, {0.5f, 0.5f, 0.5f}}, }; And now triangle from collada is const Vertex Vertices[] = { {{39.4202092, 90.1263924, 0.0000000}, {1, 1, 0.5f, 1}}, {{-20.2205588, 90.1263924, 0.0000000}, {1, 1, 0.5, 1}}, {{-20.2205588, 176.3763924, 0.0000000}, {1, 1, 0.5, 1}}, {{-20.2205588, 176.3763924, 0.0000000}, {1, 1, 0.5, 1}}, {{-20.2205588, 90.1263924, 0.0000000}, {1, 1, 0.5, 1}}, {{39.4202092, 90.1263924, 0.0000000}, {1, 1, 0.5, 1}}, };

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  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

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  • The most efficent ways for drawing lines all day long with OpenGL

    - by nkint
    I'd like to put a computer screen that is running an OpenGL programs in a room. It has to run all day long (not in the night). I'd like to draw lines that are slowly fading in the background. The setting is simple: a uniform color background (say, black) and colored lines (say, white) that are slowly fading out. With slowly I mean.. hours. Say that the first line I draw is with alpha 255 (fully visible), after one hours is 240. After 10 hours is 105. One line could have 250 points and there will be like 300 line in one day. For now I have done a prototype with very rudimentary method like: glBegin( GL_LINE_STRIP ); iterator = point_list.begin(); for (++iterator, end = point_list.end(); iterator != end; ++iterator) { const Vec3D &v = *iterator; glVertex2f(v.x(), v.y()); } glEnd(); More efficient method?

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  • How to handle sorting of complex objects?

    - by AedonEtLIRA
    How would one sort a list of objects that have more than one sortable element? Suppose you have a simple object Car and car is a defined as such: class Car { public String make; public String model; public int year; public String color; // ... No methods, just a structure / container } I designed a simple framework that would allow for multiple SortOptions to be provided to a Sorter that would then sort the list. interface ISorter<T> { List<T> sort(List<T> items); void addSortOption(ISortOption<T> option); ISortOption<T>[] getSortOptions(); void setSortOption(ISortOption<T> option); } interface ISortOption<T> { String getLabel(); int compare(T t1, T t2); } Example use class SimpleStringSorter extends MergeSorter<String> { { addSorter(new AlphaSorter()); } private static final class AlphaSorter implements ISortOption<String> { // ... implementation of alpha compare and get label } } The issue with this solution is that it is not easily expandable. If car was to ever receive a new field, say, currentOwner. I would need to add the field, then track down the sorter class file, implement a new sort option class then recompile the application for redistribution. Is there an easier more expandable/practical way to sort data like this?

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  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

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  • Location-Based redirection and duplication in sub-directories affecting SEO

    - by Joshua
    I currently own the website www.xyz.com. The website has a sub-directory for each of the 3 target countries: .../en-US/ (United States), .../es-MX/ (Mexico), and .../es-DO/ (Dominican Republic). I have two main questions about this setup: Currently, the main domain/root (xyz.com) contains a blank index.php file, but I would like for a user to be redirected to one of the sub-directories based on their regional location. What is the best way to accomplish this? I have looked at using browser language-based redirection, but how would I know whether to direct a user to the MX or DO site if the browser language is set to spanish? Is there a way to detect a user's geographic location? Also, the 3 websites are practically identical except they all have 3 unique color schemes and the US site is in english while the MX and DO sites are in spanish. My problem is that I believe GoogleBot is penalizing/banning my site because the spanish text on the MX and DO pages are nearly identical and are thus marked as duplicates/spam. Is there a way to avoid this?

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  • Android - big game universe

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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  • Graphical glitches on grub and ubuntu desktop

    - by Klyn
    I've decided to install ubuntu but neither ubuntu or any other linux distro won't even get to the desktop screen or work after getting there. On windows 8, everything is just fine. my new video card works perfectly and I have no problem with anything about it. then when I try to boot from ubuntu with wubi or with usb everything goes like this: 1) Grub screen...no problem at all, colors are just fine everything looks okay 2) and then linux boot screen...weird background color, over the backround there are vertical stripes of red-orange dots. but on the ubuntu logo and text, there are no dots at all! -I mean its shape is perfect- 3) desktop is about the start but * vertical stripes of red colored dots are all over the unity screen*. then when I click on ubuntu's menu, it usually switches to black screen saying something about "panic occured"...and then it restarts or it gives no respond at all. problems started after putting hd 6570 video card on my asus m5a78lm-lx video card which has amd phenom II X4 processor on it. I've searched to find something but there was no similar question that's why I'm almost sure it is kind of unique. again, I'm writing on Windows 8 right now and everything works and looks perfect. so far I've updated bios and anyone knows anything to solve this?

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  • Install a i386 printer driver into an amd64 distribution or how can I find a good printer based on features?

    - by Yanick Rochon
    Hi, I just bought a Lexmark Interpret S408 all-in-one printer. The box said that it supported Ubuntu 8.04, but I told myself it should work with Lucid... well no. The only driver I have found is for i386 while I have a amd64 image installed; the architecture is incompatible. So, the quesiton is : Is it possible to install that driver anyway, somehow? Or do I need to take that printer back to the store and buy another one? If the latter is the only alternative, I need a printer that has wireless connection capability can do color printing is of good price (less than $200 CAD) Thank you for your answers, help, and tips. ** UPDATE ** The driver was given in the form of deb package (for Debian distributions) and I managed to extract the actual deb package driver out of the install program. I ran sudo dpkg -i --force-all lexmark-inkjet-09-driver-1.5-1.i386.deb and the driver installed, and I was able to print something out. But that pretty much ends there; I cannot access anymore of the printer settings, etc. (i.g. scanner, fax, wifi settings, etc.) I should suffice for now as I'm satisfied with the printer's features (and size, and prince), but if I could have a full-linux-supported printer like that one, I would return this one in exchange for the other.

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  • Who can change the View in MVC?

    - by Luke
    I'm working on a thick client graph displaying and manipulation application. I'm trying to apply the MVC pattern to our 3D visualization component. Here is what I have for the Model, View, and Controller: Model - The graph and it's metadata. This includes vertices, edges, and the attributes of each. It does not contain position information, icons, colors, or anything display related. View - This would commonly be called a scene graph. It includes the 3D display information, texture information, color information, and anything else that is related specifically to the visualization of the model. Controller - The controller takes the view and displays it in a Window using OpenGL (but it could potentially be any 3D graphics package). The application has various "layouts" that change the position of the vertices in the display. For instance, one layout may arrange the vertices in a circle. Is it common for these layouts to access and change the view directly? Should they go through the Controller to access the View? If they go through the Controller, should they just ask for direct access to the View or should each change go through the controller? I realize this is a bit different from the standard MVC example where there a finite number of Views. In this case, the View can change in an infinite number of ways. Perhaps I'm shattering some basic principle of MVC here. Thanks in advance!

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  • Black or White Border/Shadow around PNGs in SDL/OPENGL

    - by Dylan
    having the same issue as this: Why do my sprites have a dark shadow/line/frame surrounding the texture? however, when I do the fix suggested there (changing GL_SRC_ALPHA to GL_ONE) it just replaces the black border with a white border on the images, and messes with my background color and some polygons I'm drawing (not all of them weirdly) by making them much lighter... any ideas? heres some of my relevant code. init: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glAlphaFunc(GL_GREATER, 0.01); glEnable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); when each texture is loaded: glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, surface->w, surface->h, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

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  • how get collision callback of two specific objects using bullet physics?

    - by sebap123
    I have got problem implementing collision callback into my project. I would like to have detection between two specific objects. I have got normall collision but I want one object to stop or change color or whatever when colides with another. I wrote code from bullet wiki: int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds(); for (int i=0;i<numManifolds;i++) { btPersistentManifold* contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i); btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0()); btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1()); int numContacts = contactManifold->getNumContacts(); for (int j=0;j<numContacts;j++) { btManifoldPoint& pt = contactManifold->getContactPoint(j); if (pt.getDistance()<0.f) { const btVector3& ptA = pt.getPositionWorldOnA(); const btVector3& ptB = pt.getPositionWorldOnB(); const btVector3& normalOnB = pt.m_normalWorldOnB; bool x = (ContactProcessedCallback)(pt,fallRigidBody,earthRigidBody); if(x) printf("collision\n"); } } } where fallRigidBody is a dynamic body - a sphere and earthRigiBody is static body - StaticPlaneShape and sphere isn't touching earthRigidBody all the time. I have got also other objects that are colliding with sphere and it works fine. But the program detects collision all the time. It doesn't matter if the objects are or aren't colliding. I have also added after declarations of rigid body: earthRigidBody->setCollisionFlags(earthRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); fallRigidBody->setCollisionFlags(fallRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); So can someone tell me what I am doing wrong? Maybe it is something simple?

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  • Working with the ADF DVT Map Component

    - by Shay Shmeltzer
    The map component provided by the ADF Faces DVT set of components is one that we are always ending up using in key demos - simply because it is so nice looking, but also because it is quite simple to use. So in case you need to show some geographical data, or if you just want to impress your manager, here is a little video that shows you how to create two types of maps. The first one is a color themed map - where you show different states with different colors based on the value of some data point there. The other is a point theme - basically showing specific locations on the map. For both cases I'm using the Oracle provided mapviewer instance at http://elocation.oracle.com/mapviewer. You can find more information about using the map component in the Web User Interface Developer's Guide here and in the tag doc and components demo. For the first map the query I'm using (on the HR demo schema in the Oracle DB) is: SELECT     COUNT(EMPLOYEES.EMPLOYEE_ID) , Department_name , STATE_PROVINCE FROM     EMPLOYEES,     DEPARTMENTS,     LOCATIONS WHERE employees.department_id=departments.department_idand Departments.location_id=locations.location_idGROUP BY Department_name,    LOCATIONS.STATE_PROVINCE

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