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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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  • Little mysterious RowMatch

    - by kishore.kondepudi(at)oracle.com
    Incidentally this was the first piece of code i ever wrote in ADF.The requirement was we have tax rates which are read from a table.And there can be different type of tax rates called certificates or exceptions based on the rate_type column in the tax rates table.The simplest design i chose was to create an EO on the tax rates table and create two VO's called CertificateVO and ExceptionVO based on the same EO.So far so good.I wrote all the business logic in the EO and completed the model project.The CertificateVO has the query as select * from tax_rates TaxRateEO where rate_type='CERTIFICATE' and similary the ExceptionVO is also built.The UI is pretty simple and it has two tabs called Certificates and Exceptions and each table has a button to create a tax rate.The certificate tab is driven by CertificateVO and exception tab is driven by ExceptionVO.The CertificateVO has default value of rate_type set to 'CERTIFICATE' and ExceptionVO has default value of rate_type to 'EXCEPTION' to default values for new records.So far so good.But on running the UI i noticed a strange thing,When i create a new row in Certificate i see the same row in Exception too and vice-versa.i.e; what ever row i create in one VO it also appears in the second one although it shouldn't be.I couldn't understand the reason for behavior even though an explicit where clause is present.Digging through documentation i found that ADF doesnt apply the where clause to new rows instead it applies something called as RowMatch to them.RowMatch in simple terms is a where condition applied to the VO rows at runtime.Since we had both VO's based on the same EO we have the same entity cache.The filter factor for new rows to be shown in VO at runtime is actually RowMatch than the where clause defined in the VO.The default RowMatch is empty as a result any new row appears in both the VO's since its from same entity cache.The solution to this problem is to use polymorphic view objects which can do the row filter based on configuration or override the getRowMatch() method in the VOImpl and pass the custom where filter instead of default RowMatch.Eg:@Overridepublic RowMatch getRowMatch(){    return new RowMatch("rate_type='CERTIFICATE'");}similarly for ExceptionVO too.With proper RowMatch in place new rows will route themselves to appropriate VO.PS: The behavior(Same row pushed to both VO's from entity cache) is also called as ViewLink Consistency.Try it out!

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  • How to create an extensible rope in Box2D?

    - by Thomas
    Let's say I'm trying to create a ninja lowering himself down a rope, or pulling himself back up, all whilst he might be swinging from side to side or hit by objects. Basically like http://ninja.frozenfractal.com/ but with Box2D instead of hacky JavaScript. Ideally I would like to use a rope joint in Box2D that allows me to change the length after construction. The standard Box2D RopeJoint doesn't offer that functionality. I've considered a PulleyJoint, connecting the other end of the "pulley" to an invisible kinematic body that I can control to change the length, but PulleyJoint is more like a rod than a rope: it constrains maximum length, but unlike RopeJoint it constrains the minimum as well. Re-creating a RopeJoint every frame using a new length is rather inefficient, and I'm not even sure it would work properly in the simulation. I could create a "chain" of bodies connected by RotationJoints but that is also less efficient, and less robust. I also wouldn't be able to change the length arbitrarily, but only by adding and removing a whole number of links, and it's not obvious how I would connect the remainder without violating existing joints. This sounds like something that should be straightforward to do. Am I overlooking something?

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  • CodePlex Daily Summary for Tuesday, December 18, 2012

    CodePlex Daily Summary for Tuesday, December 18, 2012Popular Releasessb0t v.5: sb0t 5 Template for Visual Studio: This is the official sb0t 5 template for Visual Studio 2010 and Visual Studio 2012 for C# programmers. Use this template to create your own sb0t 5 extensions.F# PowerPack with F# Compiler Source Drops: PowerPack for FSharp 3.0 + .NET 4.x + VS2010: This is a release of the old FSharp Power Pack binaries recompiled for F# 3.0, .NET 4.0/4.5 and Silveright 5. NOTE: This is for F# 3.0 & .NET 4.0 or F# 3.0 & Silverlight 5 NOTE: The assemblies are no longer strong named NOTE: The assemblies are not added to the GAC NOTE: In some cases functionality overlaps with F# 3.0, e.g. SI Units of measurecodeSHOW: codeSHOW AppPackage Release 16: This release is a package file built out of Visual Studio that you can side load onto your machine if for some reason you don't have access to the Windows Store. To install it, just unzip and run the .ps1 file using PowerShell (right click | run with PowerShell). Attention: if you want to download the source code for codeSHOW, you're in the wrong place. You need to go to the SOURCE CODE tab.Move Mouse: Move Mouse 2.5.3: FIXED - Issue where it errors on load if the screen saver interval is over 333 minutes.LINUX????????: LINUX????????: LINUX????????cnbeta: cnbeta: cnbetaCSDN ??: CSDN??????: CSDN??????PowerShell Community Extensions: 2.1.1 Production: PowerShell Community Extensions 2.1.1 Release NotesDec 16, 2012 This version of PSCX supports both Windows PowerShell 2.0 and 3.0. Bug fix for HelpUri error with the Get-Help proxy command. See the ReleaseNotes.txt download above for more information.VidCoder: 1.4.11 Beta: Added Hungarian translation, thanks to Brechler Zsolt. Update HandBrake core to SVN 5098. This update should fix crashes on some files. Updated the enqueue split button to fit in better with the active Windows theme. Updated presets to use x264 preset/profile/level.BarbaTunnel: BarbaTunnel 6.0: Check Version History for more information about this release.???: Cnblogs: CNBLOGSSandcastle Help File Builder: SHFB v1.9.6.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This new release contains bug fixes and feature enhancements. There are some potential breaking changes in this release as some features of the Help File Builder have been moved into...Electricity, Gas and Temperature Monitoring with Netduino Plus: V1.0.1 Netduino Plus Monitoring: This is the first stable release from the Netduino Plus Monitoring program. Bugfixing The code is enhanced at some places in respect to the V0.6.1 version There is a possibility to add multiple S0 meters Website for realtime display of data Website for configuring the Netduino Comments are welcome! Additions will not be made to this version. This is the first and last major Netduino Plus V1 release. The new development will take place with the Netduino Plus V2 development board in mi...CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1116.8): [FIX] Fixed issue not displaying CRM system button images correctly (incorrect path in file VisualRibbonEditor.exe.config)My Expenses Windows Store LOB App Demo: My Expenses Version 1: This is version 1 of the MyExpenses Windows 8 line of business demo app. The app is written in XAML and C#. It calls a WCF service that works with a SQL Server database. The app uses the Callisto toolkit. You can get it at https://github.com/timheuer/callisto. The Expenses.sql file contains the SQL to create the Expenses database. The ExpensesWCFService.zip file contains the WCF service, also written in C#. You should create a WCF service. Create an Entity Framework model and point it to...BlackJumboDog: Ver5.7.4: 2012.12.13 Ver5.7.4 (1)Web???????、???????????????????????????????????????????VFPX: ssClasses A1.0: My initial release. See https://vfpx.codeplex.com/wikipage?title=ssClasses&referringTitle=Home for a brief description of what is inside this releaseLayered Architecture Solution Guidance (LASG): LASG 1.0.0.8 for Visual Studio 2012: PRE-REQUISITES Open GAX (Please install Oct 4, 2012 version) Microsoft® System CLR Types for Microsoft® SQL Server® 2012 Microsoft® SQL Server® 2012 Shared Management Objects Microsoft Enterprise Library 5.0 (for the generated code) Windows Azure SDK (for layered cloud applications) Silverlight 5 SDK (for Silverlight applications) THE RELEASE This release only works on Visual Studio 2012. Known Issue If you choose the Database project, the solution unfolding time will be slow....Fiskalizacija za developere: FiskalizacijaDev 2.0: Prva prava produkcijska verzija - Zakon je tu, ova je verzija uskladena sa trenutno važecom Tehnickom specifikacijom (v1.2. od 04.12.2012.) i spremna je za produkcijsko korištenje. Verzije iza ove ce ovisiti o naknadnim izmjenama Zakona i/ili Tehnicke specifikacije, odnosno, o eventualnim greškama u radu/zahtjevima community-a za novim feature-ima. Novosti u v2.0 su: - That assembly does not allow partially trusted callers (http://fiskalizacija.codeplex.com/workitem/699) - scheme IznosType...Bootstrap Helpers: Version 1: First releaseNew ProjectsAsh Launcher: The ash launcher is a launcher for the ash modpack for minecraftAsynchronous PowerShell Module: psasync is a PowerShell module containing simple helper functions to allow for multi-threaded operations using Runspaces. ClearVss: ClearVss clear any reference of Visual SourceSafe in yours solution. You'll no longer have to delete and modify solution files by hand. It's developed in C#dewitcher Framework: A rly cool Framework, made for use with COSMOS. - Console-class that supports colored, horizontal- and vertical- centered text printing - more =PGTD Pad: Notepad for GTD TechniqueHTML/JavaScript Rendering Web Part: HTML/JavaScript Render Web Part - replaces the SharePoint Content Editor Web Part (CEWP). Permits flying in script, HTML, etc. to a SharePoint Page.Kracken Generator and Architecture Tool for Visual Studio 2012: Welcome to Kracken a suite of tools for creating code from Architecture models. This program is the pet project of Tracy Rooks.Logica101: Aplicación para visualización de procesos algebraicosManaged DismApi Wrapper: This is a managed wrapper for the native Deployment Image Servicing and Management (DISM) API. This allows .NET developers to call into the native API instead Mvc web-ajax: A Javascript library for displaying lists and editing objects N2F Yverdon InfoBoxes: A simple extension (plus some resources) for managing information boxes on a given page.N2F Yverdon Solar Flare Reflector: The solar flare reflector provides minimal base-range protection for your N2F Yverdon installation against solar flare interference.newplay: goodPhnyx: The project is under re-structuring - look backPigeonCms: Cms made with c# (using NET framework 3.5, SqlServer2005 or Express edition) with many Joomla-like features. Poppæa: Very early version of a c# library for cassandra nosql database. For now it adds support for the new CQL3 protocol in cassandra 1.2+. Proximity Tapper: Proximity Tapper is a developer tool for working with NFC on both Windows Phone and Windows, and allows you to build NFC apps in the Windows Phone emulator.SharePoint 2010 SpellCheck: SharePoint 2010 SpellCheck Project will let you enable spelling check functionality in SharePoint 2010 using SpellCheck.asmxShift8Read Community Credit Tool (DotNetNuke Module): A simple DotNetNuke Module I created for submitting content to Community-Credit.comTempistGamer Client: The tempistgamers game client manager. Includes a cross-platform, cross-game UI to allow for player interactivity. While the program itself manages the games.testtom12122012tfs02: fdstesttom12172012tfs02: uioTEviewer: The Transient Event Viewer is an application designed for visualization and analysis of transient events.trucho-JCI: summaryTypeSharp: TypeSharp is a C# to TypeScript code generatorWeiboWPSdk: To make wp applications about sina weibo more easily.XNA Games Core: XNA Core Game Programming library. Uses interfaces and delegates, in tune with the .NET way, with inheritence used for implementation reuse.

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  • How to mange big amount users at server side?

    - by Rami
    I built a social android application in which users can see other users around them by gps location. at the beginning thing went well as i had low number of users, But now that I have increasing number of users (about 1500 +100 every day) I revealed a major problem in my design. In my Google App Engine servlet I have static HashMap that holding all the users profiles objects, currenty 1500 and this number will increase as more users register. Why I'm doing it Every user that requesting for the users around him compares his gps with other users and check if they are in his 10km radius, this happens every 5 min on average. That is why I can't get the users from db every time because GAE read/write operation quota will tare me apart. The problem with this desgin is As the number of users increased the Hashmap turns to null every 4-6 hours, I thing that this time is getting shorten but I'm not sure. I'm fixing this by reloading the users from the db every time I detect that it became null, But this causes DOS to my users for 30 sec, So I'm looking for better solution. I'm guessing that it happens because the size of the hashmap, Am I right? I have been advised to use spatial database, but that mean that I can't work with GAE any more and that mean that I need to build my big server all over again and lose my existing DB. Is there something I can do with the existing tools? Thanks.

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  • Configuring log4j on weblogic server for web applications.

    - by adejuanc
    To configure Weblogic server : 1.- Read the following link : How to Use Log4j with WebLogic Logging Services http://download.oracle.com/docs/cd/E12840_01/wls/docs103/logging/config_logs.html#wp1014610 Here the step by step : 2.- Go to WL_HOME/server/lib and copy wllog4j.jar to the server CLASSPATH, to do this copy the file into DOMAIN_NAME/lib 3.- Download log4j jar (in my case I had not the file) from http://logging.apache.org/log4j/1.2/download.html , in this case the last available version is log4j-1.2.17.jar, and copy the file into DOMAIN_NAME/lib (As step 2). 4.- In this case I activate log4j using WLST (Weblogic Scripting Tool), as bellow : 4.1 .- As you're using windows, execute a terminal window and go to DOMAIN_NAME/bin and run the file setDomainEnv.cmd (this file will set the environment to run java). 4.2 .- Execute the following comands : C:\>java weblogic.WLST wls:/offline> connect('username','password') wls:/mydomain/serverConfig> edit() wls:/mydomain/edit> startEdit() wls:/mydomain/edit !> cd("Servers/$YOUR_SERVER_NAME/Log/$YOUR_SERVER_NAME" wls:/mydomain/edit/Servers/myserver/Log/myserver !> cmo.setLog4jLoggingEnabled(true) wls:/mydomain/edit/Servers/myserver/Log/myserver !> save() wls:/mydomain/edit/Servers/myserver/Log/myserver !> activate() you can use ls() to list the objects under the WLS directory this will activate log4j to use it with WLS. Configuring WebLogic Logging Services http://download.oracle.com/docs/cd/E12840_01/wls/docs103/logging/config_logs.html To configure applications : 1. Create a log4j.properties file as bellow log4j.debug=TRUE log4j.rootLogger=INFO, R log4j.appender.R=org.apache.log4j.RollingFileAppender log4j.appender.R.File=/home/server.log log4j.appender.R.MaxFileSize=100KB log4j.appender.R.MaxBackupIndex=5 log4j.appender.R.layout=org.apache.log4j.PatternLayout log4j.appender.R.layout.ConversionPattern=%d{yyyy-MM-dd HH:mm:ss.SSSS} %p %t %c – %m%n 2. Copy the file to /WEB-INF/classes directory. of your application. 3.- implement also the last action provided to activate log4j on WLS

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  • Class hierarchy problem in this social network model

    - by Gerenuk
    I'm trying to design a class system for a social network data model - basically a link/object system. Now I have roughly the following structure (simplified and only relevant methods shown) class Data: "used to handle the data with mongodb" "can link, unlink data and also return other linked data" "is basically a proxy object that only stores _id and accesses mongodb on requests" "it looks like {_id: ..., _out: [id1, id2,...], _inc: [id3, id4, ...]}" def get_node(self, id) "create a new Data object from the underlying mongodb" "each data object can potentially create a reference object to new mongo data" "this is needed when the data returns the linked objects" class Node: """ this class proxies linking calls to .data it includes additional network logic operations whereas Data only contains a basic database solution """ def __init__(self, data): "the infrastructure realization is stored as composition by an included object data" "Node bascially proxies most calls to the infrastructure object data" def get_node(self, data): "creates a new object of class Object or Link depending on data" class Object(Node): "can have multiple connections to Link" class Link(Node): "has one 'in' and one 'out' connection to an Object" This system is working, however maybe wouldn't work outside Python. Note that after reading links Now I have two questions here: 1) I want to infrastructure of the data storage to be replacable. Earlier I had Data as a superclass of Node so that it provided the neccessary calls. But (without dirty Python tricks) you cannot replace the superclass dynamically. Is using composition therefore recommended? The drawback is that I have to proxy most calls (link, unlink etc). Any thoughts? 2) The class Node contains the common method .get_node which is used to built new Object or Link instances after reading out the data. Some attribute of data decided whether the object which is only stored by id should be instantiated as an Object or Link class. The problem here is that Node needs to know about Object and Link in advance, which seems dodgy. Do you see a different solution? Both Object and Link need to instantiate one of all possible types depending on what the find in their linked data. Are there any other ideas how to implement a flexible Object/Link structure where the underlying database storage is isolated?

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  • C++ Iterator lifetime and detecting invalidation

    - by DK.
    Based on what's considered idiomatic in C++11: should an iterator into a custom container survive the container itself being destroyed? should it be possible to detect when an iterator becomes invalidated? are the above conditional on "debug builds" in practice? Details: I've recently been brushing up on my C++ and learning my way around C++11. As part of that, I've been writing an idiomatic wrapper around the uriparser library. Part of this is wrapping the linked list representation of parsed path components. I'm looking for advice on what's idiomatic for containers. One thing that worries me, coming most recently from garbage-collected languages, is ensuring that random objects don't just go disappearing on users if they make a mistake regarding lifetimes. To account for this, both the PathList container and its iterators keep a shared_ptr to the actual internal state object. This ensures that as long as anything pointing into that data exists, so does the data. However, looking at the STL (and lots of searching), it doesn't look like C++ containers guarantee this. I have this horrible suspicion that the expectation is to just let containers be destroyed, invalidating any iterators along with it. std::vector certainly seems to let iterators get invalidated and still (incorrectly) function. What I want to know is: what is expected from "good"/idiomatic C++11 code? Given the shiny new smart pointers, it seems kind of strange that STL allows you to easily blow your legs off by accidentally leaking an iterator. Is using shared_ptr to the backing data an unnecessary inefficiency, a good idea for debugging or something expected that STL just doesn't do? (I'm hoping that grounding this to "idiomatic C++11" avoids charges of subjectivity...)

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  • Dependency injection: what belongs in the constructor?

    - by Adam Backstrom
    I'm evaluating my current PHP practices in an effort to write more testable code. Generally speaking, I'm fishing for opinions on what types of actions belong in the constructor. Should I limit things to dependency injection? If I do have some data to populate, should that happen via a factory rather than as constructor arguments? (Here, I'm thinking about my User class that takes a user ID and populates user data from the database during construction, which obviously needs to change in some way.) I've heard it said that "initialization" methods are bad, but I'm sure that depends on what exactly is being done during initialization. At the risk of getting too specific, I'll also piggyback a more detailed example onto my question. For a previous project, I built a FormField class (which handled field value setting, validation, and output as HTML) and a Model class to contain these fields and do a bit of magic to ease working with fields. FormField had some prebuilt subclasses, e.g. FormText (<input type="text">) and FormSelect (<select>). Model would be subclassed so that a specific implementation (say, a Widget) had its own fields, such as a name and date of manufacture: class Widget extends Model { public function __construct( $data = null ) { $this->name = new FormField('length=20&label=Name:'); $this->manufactured = new FormDate; parent::__construct( $data ); // set above fields using incoming array } } Now, this does violate some rules that I have read, such as "avoid new in the constructor," but to my eyes this does not seem untestable. These are properties of the object, not some black box data generator reading from an external source. Unit tests would progressively build up to any test of Widget-specific functionality, so I could be confident that the underlying FormFields were working correctly during the Widget test. In theory I could provide the Model with a FieldFactory() which could supply custom field objects, but I don't believe I would gain anything from this approach. Is this a poor assumption?

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  • Unity3D : Retry Menu (Scene Management)

    - by user3666251
    I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script: #pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu': #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?

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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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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • What calls trigger a new batch?

    - by sebf
    I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding the performance characteristics of code using the GPU but there are a couple of things that aren't clear that I need to know to optimize my drawing. Specifically, what calls make the distinction between batches. I know that any state changes cause a new batch, so that includes: Render State Changes Buffer Changes Shader Changes Render Target Changes Correct? What else counts as a 'state change'? Does each Draw**Primitive() call constitute a new batch? Even if I were to issue the same call twice, with no state changes, or call it once on on part of the buffer, then again on another? If I were to update a buffer, but not change the bindings, would that be a new batch? That presentation and a DX9 page suggest using all of the texture slots available, which I take to mean loading multiple objects in 'parallel' by mapping their buffers/shaders/textures to slots 1-16. But I am not sure how this works - surely to do this you would need to change the buffer binding and that would count as a state change? (or is it a case of you do but it saves 16 calls so its OK?)

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  • How to subtract 1 from a orginal count in an ASP.NET gridview

    - by SAMIR BHOGAYTA
    I have a gridview that contains a count (whic is Quantity) were i have a button that adds a row under the orginal row and i need the sub row's count (Quantity) to subtract one from the orgianl row Quantity. EX: Before button click Orgianl row = 3 After click Orginal row = 2 Subrow = 1 Code: ASP.NET // FUNCTION : Adds a new subrow protected void gvParent_RowCommand(object sender, GridViewCommandEventArgs e) { if (e.CommandName.Equals("btn_AddRow", StringComparison.OrdinalIgnoreCase)) { // Get the row that was clicked (index 0. Meaning that 0 is 1, 1 is 2 and so on) // Objects can be null, Int32s cannot not. // Int16 = 2 bytes long (short) // Int32 = 4 bytes long (int) // Int64 = 8 bytes long (long) int i = Convert.ToInt32(e.CommandArgument); // create a DataTable based off the view state DataTable dataTable = (DataTable)ViewState["gvParent"]; for (int part = 0; part 1) { dataTable.Rows[part]["Quantity"] = oldQuantitySubtract - 1; // Instert a new row at a specific index DataRow dtAdd = dataTable.NewRow(); for (int k = 0; k dtAdd[k] = dataTable.Rows[part][k]; dataTable.Rows.InsertAt(dtAdd, i + 1); break; //dataTable.Rows.Add(dtAdd); } } // Rebind the data gvParent.DataSource = dataTable; gvParent.DataBind(); } }

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  • What is recommended minimum object size for gzip benefits?

    - by utt73
    I'm working on improving page speed display times, and one of the methods is to gzip content from the webserver. Google recommends: Note that gzipping is only beneficial for larger resources. Due to the overhead and latency of compression and decompression, you should only gzip files above a certain size threshold; we recommend a minimum range between 150 and 1000 bytes. Gzipping files below 150 bytes can actually make them larger. We serve our content through Akamai, using their network for a proxy and CDN. What they've told me: Following up on your question regarding what is the minimum size Akamai will compress the requested object when sending it to the end user: The minimum size is 860 bytes. My reply: What is the reason(s) for why Akamai's minimum size is 860 bytes? And why, for example, is this not the case for files Akamai serves for facebook? (see below) Google recommends to gzip more agressively. And that seems appropriate on our site where the most frequent hits, by far, are AJAX calls that are <860 bytes. Akamai's response: The reasons 860 bytes is the minimum size for compression is twofold: (1) The overhead of compressing an object under 860 bytes outweighs performance gain. (2) Objects under 860 bytes can be transmitted via a single packet anyway, so there isn't a compelling reason to compress them. So I'm here for some fact checking. Is the 860 byte limit due to packet size the end of this reasoning? Why would high traffic sites push this lower/closer to the 150 byte limit... just to save on bandwidth costs, or is there a performance gain in doing so?

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  • Looking for suggestions: becoming a hireable, young programmer [closed]

    - by Dan
    I am a 17 year old Java programmer that has filled the last year with learning all of the ins and outs of Java - Using Eclipse, and the help of a friend of the family (a Java programming architect for some company), I have learned everything from serializing objects, basic networking, generics, reflection, multi-threading, code optimization and efficiency & some concurrency safety - built my own proxy class, and nowadays, I answer questions on Project Euler. I am seeking some suggestions though on where I go next, or where I go from here to get a job in programming. I dedicate at least an hour every day to coding, sometimes literally, the entire day, and I really have come to love the process. I just started reading Effective Java (v2), and learning Scala (as I see often, possibly the Java replacement) I will be going to college for Computer Science next year - and taking AP computer science this year (however, I took a practice exam and got an 87, only need a 60to70 to pass, so no need to study for it too much) -- I was wondering if getting the SE 7 OCA and OCP would help me in trying to get a programming job. I looked around and most people have said online that an OCA/OCP are practically useless, but, at my age do they make me any more credible? More or less, what would you recommend to get a job in programming these days - or distinguish yourself from the crowd? I have enough time and dedication to learn another language, or anything really. Thank you very much.

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  • How to Enable User-Specific Wireless Networks in Windows 7

    - by The Geek
    Wireless network settings in Windows 7 are global across all users, but there’s a little-known option that lets you switch them to per-user, so each user has access to only the networks they are allowed to connect to. Here’s how it all works. How is this useful? Maybe you want to prevent a particular user from accessing the internet—if you don’t give them the wireless password, they won’t be able to get online. This could be very useful if you’ve got mini-people playing games on the family PC, but you don’t want them getting online Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • MVC and individual elements of the model under a common base class

    - by Stewart
    Admittedly my experience of using the MVC pattern is limited. It might be argued that I don't really separate the V from the C, though I keep the M separate from the VC to the extent I can manage. I'm considering the scenario in which the application's model includes a number of elements that have a common base class. For example, enemy characters in a video game, or shape types in a vector graphics app. The view wants to render these elements. Of course, the different subclasses call for different rendering. The problem is that the elements are part of the model. Rendering them is conceptually part of the view. But how they are to be rendered depends on parameters of both: Attributes and state of the element are parameters of the model User settings are parameters of the view - and to support multiple platforms and/or view modes, different views may be used What's your preferred way of dealing with this? Put the rendering code in the model classes, passing in any view parameters? Put the rendering code in the view, using a switch or similar to select the right rendering for the model element type? Have some intermediate classes as a model-view interface, of which the model will create objects on demand and the view will then render them? Something else?

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  • Algorithm to measure how "diffused" 5,000 pennies are in an economy?

    - by makerofthings7
    Please allow me to use this example/metaphor to describe an algorithm I need. Objects There are 5 thousand pennies. There are 50 cups. There is a tracking history (Passport "stamp" etc) that is associated with each penny as it moves between cups. Definition I'll define a "highly diffused" penny as one that passes through many cups. A "poorly diffused" penny is one that either passes back and forth between 2 cups Question How can I objectively measure the diffusion of a penny as: The number of moves the penny has gone through The number of cups the penny has been in A unit of time (day, week, month) Why am I doing this? I want to detect if a cup is hoarding pennies. Resistance from bad actors Since hoarding is bad, the "bad cup" may simply solicit a partner and simply move pennies between each other. This will reduce the amount of time a coin isn't in transit, and would skew hoarding detection. A solution might be to detect if a cup (or set of cups) are common "partners" with each other, though I'm not sure how to think though this problem. Broad applicability Any assistance would be helpful, since I would think that this algorithm is common to Economics The study of migration patterns of animals, citizens of a country Other natural occurring phenomena ... and probably exists as a term or concept I'm unfamiliar with.

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  • Regulating how much to draw based on how much was drawn last frame.

    - by Mike Howard
    I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance from the camera. Something like... if (how_big_it_looks_from_the_camera > constant) then draw What I want to do now is also take into account how many shapes are being drawn, so that in busier areas of the game world I can draw less than I otherwise would. I tried to do this by dividing how_big_it_looks by the number of shapes that were drawn last frame (well, the square root of this but I'm simplifying - the problem is the same). if (how_big_it_looks / shapes_drawn > constant2) then draw But the check happens at the level of objects which represent many drawn shapes, and if an object containing many shapes is switched on, it increases shapes_drawn lots and switches itself back off the next frame. It flickers on and off. I tried keeping a kind of weighted average of previous values, by each frame doing something like shapes_drawn_recently = 0.9 * shapes_drawn_recently + 0.1 * shapes_just_drawn, but of course it only slows the flickering down because of the nature of the feedback loop. Is there a good way of solving this? My project is in Objective-C, but a general algorithm or pseudo-code is good too. Thanks.

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  • Friday Fun: Abduction

    - by Mysticgeek
    Finally another Friday has arrived and it’s time to waste the afternoon on company time playing a flash game. Today we take a look at a fun game called Abduction. Abduction Abduction is a neat game where you snatch people and livestock to sell them on the intergalactic market.   The controls are basic using the arrow keys or W,A,S,D and the left mouse button. Here is the tutorial that you can play first to get the hang of it. While you’re abducting hillbillies, they throw pitch forks and other objects at your craft so you need to avoid them.   The game has several levels to keep you distracted until quitting time. Play Abduction at FreeWebArcade Similar Articles Productive Geek Tips Take Screenshots in Firefox the Easy WayFriday Fun: Portal, the Flash VersionFriday Fun: Play Bubble QuodFriday Fun: Gravitee 2Friday Fun: Compulse TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional How to Browse Privately in Firefox Kill Processes Quickly with Process Assassin Need to Come Up with a Good Name? Try Wordoid StockFox puts a Lightweight Stock Ticker in your Statusbar Explore Google Public Data Visually The Ultimate Excel Cheatsheet

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  • Custom inventory items based on inheritance

    - by Bogdan Marginean
    So, here's the scenario: I'm building an RPG. Like most of the other RPGs on the market, my game will feature an inventory and of course, inventory items. So far I've worked well with using a single class for all items, because I did not need anything else than character stat alteration on item usage (consumption). However, I'd like some items to have a more exotic effect. Think of something like when the user consumes a transformation potion, he automatically turns into a beast. In order to achieve this I've thought about declaring a new class that inherits from BaseItem for each item. Each descendant would override some methods (like void OnConsume()), to change the base behavior. This works fine, but when it comes to inventory management, I have some issues. The actual inventory will have to work with BaseItem components only (for obvious reasons, as it's an enumerable collection of objects of the same type); casting any descendant to the base class is possible, so no problems in adding items to the inventory. But how can I keep track of the descendant's type (class) for each item in the inventory? And how to perform the descendant's OnConsume from withint he inventory, for each item? Let me know if you can think of a better solution than mine, or if you can think of a solution to my problem only. Development is done in C#, inside Unity 3.5. Thanks!

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  • Database Vault integration available

    - by Anthony Shorten
    One of the major features of Oracle Utilities Application Framework V4.1 is the provision of a base solution for integration to the Database Vault product. Database Vault is part of Oracle’s security portfolio of product and allows database user permissions to be locked down to only allow appropriate users appropriate access to the product data. By default, when you install the product database, administrators and SYSDBA users have full DML (SELECT, INSERT, UPDATE and DELETE access) to the schemas they own and in the case of the SYSDBA users, all schemas on the database. This can be perceived as an issue. Database Vault allows an additional layer of security to disable inappropriate access. In Oracle Utilities Application Framework, a prebuilt Database Vault solution has been provided to provide base DML access to product data for product users only. The solution is shipped with the database installation files and includes a set of SQL files to create, disable, enable and delete the Database Vault objects. The solution contains a Database Vault Realm, RuleSets, Rules and Command Rules that can be used as is or extended to meet site specific needs. The solution is consistent with other Database Vault solutions provided for other Oracle applications such as PeopleSoft, E-Business Suite, JD-Edwards and Siebel. Customers familiar with the database vault solutions for those products will recognize the similarities between the solutions. For more details of the solution, refer to the Database Vault Integration for Oracle Utilities Application Framework Based Products on My Oracle Support at KB Id: 1290700.1.

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  • Design for object with optional and modifiable attributtes?

    - by Ikuzen
    I've been using the Builder pattern to create objects with a large number of attributes, where most of them are optional. But up until now, I've defined them as final, as recommended by Joshua Block and other authors, and haven't needed to change their values. I am wondering what should I do though if I need a class with a substantial number of optional but non-final (mutable) attributes? My Builder pattern code looks like this: public class Example { //All possible parameters (optional or not) private final int param1; private final int param2; //Builder class public static class Builder { private final int param1; //Required parameters private int param2 = 0; //Optional parameters - initialized to default //Builder constructor public Builder (int param1) { this.param1 = param1; } //Setter-like methods for optional parameters public Builder param2(int value) { param2 = value; return this; } //build() method public Example build() { return new Example(this); } } //Private constructor private Example(Builder builder) { param1 = builder.param1; param2 = builder.param2; } } Can I just remove the final keyword from the declaration to be able to access the attributes externally (through normal setters, for example)? Or is there a creational pattern that allows optional but non-final attributes that would be better suited in this case?

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  • Strategy for backwards compatibility of persistent storage

    - by Baqueta
    In my experience, trying to ensure that new versions of an application retain compatibility with data storage from previous versions can often be a painful process. What I currently do is to save a version number for each 'unit' of data (be it a file, database row/table, or whatever) and ensure that the version number gets updated each time the data changes in some way. I also create methods to convert from v1 to v2, v2 to v3, and so on. That way, if I'm at v7 and I encounter a v3 file, I can do v3-v4-v5-v6-v7. So far this approach seems to be working out well, but I haven't had to make use of it extensively yet so there may be unforseen problems. I'm also concerned that if the objects I'm loading change significantly, I'll either have to keep around old versions of the classes or face updating all my conversion methods to handle the new class definition. Is my approach sound? Are there other/better approaches I could be using? Are there any design patterns applicable to this problem?

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