Search Results

Search found 62280 results on 2492 pages for 're draw time'.

Page 374/2492 | < Previous Page | 370 371 372 373 374 375 376 377 378 379 380 381  | Next Page >

  • Education and Career Resources from Microsoft and the Community

    - by KKline
    Sometimes I'm timely in getting the news out on useful resources. And, other times, I'm a bit slower on the draw. As I told my friends back at New Year's Day, "As an official member of the Procrastinators Club, welcome to 2008!" On the other hand, it's always good to remind folks of great resources that are still available and on the shelf. Why? Well, the Internet hits us with such a deluge of constantly new material, that we often forget about the old(ish) stuff that's still really useful. Darth...(read more)

    Read the article

  • AdvanceTimePolicy and Point Event Streams In StreamInsight.

    There are a number of ways to issues CTIs (Current Time Increments) into your StreamInsight streams but a quite useful way is to do it declaratively on your source factory like this public AdapterAdvanceTimeSettings DeclareAdvanceTimeProperties<TPayload>(InputConfig configInfo, EventShape eventShape) {     return new AdapterAdvanceTimeSettings(         new AdvanceTimeGenerationSettings(configInfo.CtiFrequency, TimeSpan.FromTicks(-1)),         AdvanceTimePolicy.Adjust); } This will issue a CTI after every event and allows no delay (for delayed events) by stamping the CTI with the timestamp of the last event minus 1 tick. The very last statement "AdvanceTimePolicy.Adjust" tells the adapter what to do with events that violate the policy (arrive late).  From BOL "Events that violate the inserted CTI are moved in time if their lifetime overlaps with the CTI timestamp. That is, the start timestamp of the events is set to the most recent CTI timestamp, which renders those events valid. If both start and end time of an event fall before the CTI timestamp, then the event is dropped." This means that if you are using this method of inserting CTIs for a Point event stream and have specified "AdvanceTimePolicy.Adjust" for the violation policy, this setting will be ignored and instead it will use "AdvanceTimePolicy.Drop" because a Point event can never straddle a CTI.

    Read the article

  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

    Read the article

  • Frame Buffer Objects vs calling TexCoord2f?

    - by sensae
    I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene. I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit. My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs? What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?

    Read the article

  • Constituent Experience Counts In Public Sector

    - by Michael Seback
      Businesses and government organizations are operating in an era of the empowered customer where service  and communication channels are challenged every day.  Consumers in the private sector have high expectations from purchasing gifts online, reading reviews on social sites, and expecting the companies they do business with to know and reward them.   In the Public Sector, constituents also expect government organizations to provide consistent and timely service across agencies and touch points.  Examples include requesting critical city services, applying for social assistance or reviewing insurance plans for a health insurance exchange. If an individual does not receive the services they need at the right time and place, it can create a dire situation – involving housing, food or healthcare assistance. Government organizations need to deliver a fast, reliable and personalized experience to constituents. Look at a few recent statistics from a Government focused survey: How do you define good customer service? 70 % improved services, 48% shortest time to provide information, 44% shortest time to resolve complaints What are ways/opportunities to improve customer service? 69% increased collaboration across agencies and 41% increased customer service channels Are you using data collected to make informed decisionsto improve customer service efforts? 39% data collection is limited, not used to improve decision making Source: Re-Imagining Customer Service in Government, 2012 Click here to see the highlights.  Would you like to get started – read Eight Steps to great constituent experiences for government.

    Read the article

  • If your algorithm is correct, does it matter how long it took you to write it?

    - by John Isaacks
    I recently found out that Facebook had a programming challenge that if completed correctly you automatically get a phone interview. There is a sample challenge that asks you to write an algorithm that can solve a Tower of Hanoi type problem. Given a number of pegs and discs, an initial and final configuration; Your algorithm must determine the fewest steps possible to get to the final configuration and output the steps. This sample challenge gives you a 45 minute time limit but allows you to still test your code to see if it passes once your time limit expires. I did not know of any cute math solution that could solve it, and I didn't want to look for one since I think that would be cheating. So I tried to solve the challenge the best I could on my own. I was able to make an algorithm that worked and passed. However, it took me over 4 hours to make, much longer than the 45 minute requirement. Since it took me so much longer than the allotted time, I have not attempted the actual challenge. This got me wondering though, in reality does it really matter that it took me that long? I mean is this a sign that I will not be able to get a job at a place like this (not just Facebook, but Google, Fog Creek, etc.) and need to lower my aspirations, or does the fact that I actually passed on my first attempt even though it took too long be taken as good?

    Read the article

  • What is the order of diagram drawing in a design?

    - by Manuel Malagon
    I'm new with OOP and UML and I have some confusion here. I'd like to know where to start, I mean, somebody comes to you and ask you to do something (involves software design of course), once you have determined what has to be done, what is the order in which you have to start the software architecture? I mean, is it first the use case diagram or the class diagram? or should I draw some diagrams in parallel? But basically, where should I start? and what UML diagram goes first? Thanks for helping!!

    Read the article

  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

    Read the article

  • implementing dynamic query handler on historical data

    - by user2390183
    EDIT : Refined question to focus on the core issue Context: I have historical data about property (house) sales collected from various sources in a centralized/cloud data source (assume info collection is handled by a third party) Planning to develop an application to query and retrieve data from this centralized data source Example Queries: Simple : for given XYZ post code, what is average house price for 3 bed room house? Complex: What is estimated price for an house at "DD,Some Street,XYZ Post Code" (worked out from average values of historic data filtered by various characteristics of the house: house post code, no of bed rooms, total area, and other deeper insights like house building type, year of built, features)? In addition to average price, the application should support other property info ** maximum, or minimum price..etc and trend (graph) on a selected property attribute over a period of time**. Hence, the queries should not enforce the search based on a primary key or few fixed fields In other words, queries can be What is the change in 3 Bed Room house price (irrespective of location) over last 30 days? What kind of properties we can get for X price (irrespective of location or house type) The challenge I have is identifying the domain (BI/ Data Analytical or DB Design or DB Query Interface or DW related or something else) this problem (dynamic query on historic data) belong to, so that I can do further exploration My findings so far I could be wrong on the following, so please correct me if you think so I briefly read about BI/Data Analytics - I think it is heavy weight solution for my problem and has scalability issues. DB Design - As I understand RDBMS works well if you know Data model at design time. I am expecting attributes about property or other entity (user) that am going to bring in, would evolve quickly. hence maintenance would be an issue. As I am going to have multiple users executing query at same time, performance would be a bottleneck Other options like Graph DB (http://www.tinkerpop.com/) seems to be bit complex (they are good. but using those tools meant for generic purpose, make me think like assembly programming to solve my problem ) BigData related solution are to analyse data from multiple unrelated domains So, Any suggestion on the space this problem fit in ? (Especially if you have design/implementation experience of back-end for property listing or similar portals)

    Read the article

  • Is programming in layers real?

    - by Aura
    I am fairly new in product development and I am trying to work over a product. The problem that I have realized is that people draw diagrams and charts showing different modules and layers. But as I am working alone (I am my own team) I got a bit confused about the interaction I am facing in the development within the programs and I am wondering whether developing a product in modules is real or not? Maybe I am not a great programmer, but I see no boundaries when data start to travel from frontend to backend.

    Read the article

  • Languages with a clear distinction between subroutines that are purely functional, mutating, state-changing, etc?

    - by CPX
    Lately I've become more and more frustrated that in most modern programming languages I've worked with (C/C++, C#, F#, Ruby, Python, JS and more) there is very little, if any, language support for determining what a subroutine will actually do. Consider the following simple pseudo-code: var x = DoSomethingWith(y); How do I determine what the call to DoSomethingWith(y) will actually do? Will it mutate y, or will it return a copy of y? Does it depend on global or local state, or is it only dependent on y? Will it change the global or local state? How does closure affect the outcome of the call? In all languages I've encountered, almost none of these questions can be answered by merely looking at the signature of the subroutine, and there is almost never any compile-time or run-time support either. Usually, the only way is to put your trust in the author of the API, and hope that the documentation and/or naming conventions reveal what the subroutine will actually do. My question is this: Does there exist any languages today that make symbolic distinctions between these types of scenarios, and places compile-time constraints on what code you can actually write? (There is of course some support for this in most modern languages, such as different levels of scope and closure, the separation between static and instance code, lambda functions, et cetera. But too often these seem to come into conflict with each other. For instance, a lambda function will usually either be purely functional, and simply return a value based on input parameters, or mutate the input parameters in some way. But it is usually possible to access static variables from a lambda function, which in turn can give you access to instance variables, and then it all breaks apart.)

    Read the article

  • How do I multiply pixels on an SDL Surface?

    - by NoobScratcher
    Okay so I'm able to put blank pixels into a surface and also draw gradient pixels rectangles,etc But I don't know how to multiply the pixels on a surface so I was hoping someone could provide me information on this topic. I was thinking you could get the members pixel and then * it by 2 but that didn't provide results I wanted so I'm now thinking that you have to actually get to the position in bytes in one location to the left and one location to the right and then store it in memory and then * that by 2 am I correct or what? If so what is it that allows me to do that and how do I do that?

    Read the article

  • Using Instance Nodes, worth it?

    - by Twitch
    I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture. My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light. Is this actually effective? And if so how much? I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

    Read the article

  • JavaOne Countdown, Are you ready?

    - by Angela Caicedo
    This is a great time of the year!  Not only does the weather start cooling down a bit, but it's time to get ready for JavaOne 2012.  It feels so long since my last JavaOne (last year I missed it because I was on a mom duty), so this year I couldn't be happier to be this close to the action again.  Have you ever been at JavaOne?  There are a million great reasons to love JavaOne, and the most important for me is the atmosphere of the conference: The Java community is there, and Java is in the air! This year we have more than 450 sessions, and there are HOLs (Hands on labs) to get your hands dirty with code.  In addition, there will be very cool demos, an exhibition hall. and a DEMOground.  During the whole time, you will have the opportunity to interact with the speakers, discuss topics and concerns, and even have a drink! Oh yes, I almost forgot, there will be lots of fun even apart from the technology!  For example there will be a Geek Bike Ride, a Thirsty Bear party, and the Appreciation Party with Pearl Jam and Kings of Leon.  How can this get any better! So, are you ready yet?  Have you registered?  If not, just follow this "Register for JavaOne" link and we'll see you there! P.S.  Little known fact: If you are a student you can get your pass for free!!!

    Read the article

  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

    Read the article

  • Using components in the XNA Game State Management example?

    - by Zolomon
    In the game state management example at the App Hub, they say that if you want to use components in the example you can extend the GameScreen to host other components inside itself. I'm having a very hard time trying to tie this up. I tried extending the GameScreen class by adding a public property of public List<DrawableGameCompnent> components { get; set; } and then add my components to that list when I initialize the current screen as well as looping over the components in the LoadContent, Update and Draw methods. However, this doesn't feel like the correct way to go - mainly because it doesn't work when I get to the implementation of my GameplayScreen. Any thoughts?

    Read the article

  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

    Read the article

  • How do I pass vertex and color positions to OpenGL shaders?

    - by smoth190
    I've been trying to get this to work for the past two days, telling myself I wouldn't ask for help. I think you can see where that got me... I thought I'd try my hand at a little OpenGL, because DirectX is complex and depressing. I picked OpenGL 3.x, because even with my OpenGL 4 graphics card, all my friends don't have that, and I like to let them use my programs. There aren't really any great tutorials for OpenGL 3, most are just "type this and this will happen--the end". I'm trying to just draw a simple triangle, and so far, all I have is a blank screen with my clear color (when I set the draw type to GL_POINTS I just get a black dot). I have no idea what the problem is, so I'll just slap down the code: Here is the function that creates the triangle: void CEntityRenderable::CreateBuffers() { m_vertices = new Vertex3D[3]; m_vertexCount = 3; m_vertices[0].x = -1.0f; m_vertices[0].y = -1.0f; m_vertices[0].z = -5.0f; m_vertices[0].r = 1.0f; m_vertices[0].g = 0.0f; m_vertices[0].b = 0.0f; m_vertices[0].a = 1.0f; m_vertices[1].x = 1.0f; m_vertices[1].y = -1.0f; m_vertices[1].z = -5.0f; m_vertices[1].r = 1.0f; m_vertices[1].g = 0.0f; m_vertices[1].b = 0.0f; m_vertices[1].a = 1.0f; m_vertices[2].x = 0.0f; m_vertices[2].y = 1.0f; m_vertices[2].z = -5.0f; m_vertices[2].r = 1.0f; m_vertices[2].g = 0.0f; m_vertices[2].b = 0.0f; m_vertices[2].a = 1.0f; //Create the VAO glGenVertexArrays(1, &m_vaoID); //Bind the VAO glBindVertexArray(m_vaoID); //Create a vertex buffer glGenBuffers(1, &m_vboID); //Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, m_vboID); //Set the buffers data glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_STATIC_DRAW); //Set its usage glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex3D), (void*)(3*sizeof(float))); //Enable glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); //Check for errors if(glGetError() != GL_NO_ERROR) { Error("Failed to create VBO: %s", gluErrorString(glGetError())); } //Unbind... glBindVertexArray(0); } The Vertex3D struct is as such... struct Vertex3D { Vertex3D() : x(0), y(0), z(0), r(0), g(0), b(0), a(1) {} float x, y, z; float r, g, b, a; }; And finally the render function: void CEntityRenderable::RenderEntity() { //Render... glBindVertexArray(m_vaoID); //Use our attribs glDrawArrays(GL_POINTS, 0, m_vertexCount); glBindVertexArray(0); //unbind OnRender(); } (And yes, I am binding and unbinding the shader. That is just in a different place) I think my problem is that I haven't fully wrapped my mind around this whole VertexAttribArray thing (the only thing I like better in DirectX was input layouts D:). This is my vertex shader: #version 330 //Matrices uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; //In values layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; //Out values out vec3 frag_color; //Main shader void main(void) { //Position in world gl_Position = vec4(position, 1.0); //gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); //No color changes frag_color = color; } As you can see, I've disable the matrices, because that just makes debugging this thing so much harder. I tried to debug using glslDevil, but my program just crashes right before the shaders are created... so I gave up with that. This is my first shot at OpenGL since the good old days of LWJGL, but that was when I didn't even know what a shader was. Thanks for your help :)

    Read the article

  • Edge flicker when moving Camera (2D)

    - by Matthias Reisner
    I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object. If the object moves to the right the camera will also move with the object. When I also draw an score text that should have fixed position on the screen, that score text position will be update too if the camera's position gets updated so that it looks like that it is fixed on the screen. But if I do that, I have some edge flickering at the text object. I'am using SpriteBatch! Is there another approach to implement a fixed positioned object on the screen?

    Read the article

  • What should I recommend a small company looking for C# developers

    - by Coder
    Here is the issue. I am a senior developer, and one of the start-ups I designed the system (management system/database/web) a long time ago, have grown and need software updates. I have left their system to another developer long time ago, but apparently he has left the job, and so they are asking me if I can suggest them where to find a new one. The problem is that the company has no clue that the IT is not cheap. They expect multiple features to be added for 40$, so that's an issue. Actually one of the reasons why I left the project when I did. Lots of expectations, little pay, also I know those people outside work, so I decided to avoided stressing the nonwork-relationships and left the project gracefully. Today they asked me for an advice, and I told them that the feature list they want is probably going to cost some if they'll get a senior developer for the job. So I guess their best bet is to find someone who loves coding and has just finished the school. Which would give someone a chance to code for money which is good for a student, and at the same time, allow the student to get some hands on experience. Then again, the system is not exactly 20 line console program, there is an MSSQL database, ASP.NET web page and content management system with all the AJAX stuff and some other things. So student straight out of school could have some problems with that. But, I thought about the issue some more, and I think that junior developer is a tricky deal, without mentoring, he can either screw up royally, or just do what's asked. Also, it seems no one is coming to interviews at all, which is weird, or maybe not. What should I suggest them?

    Read the article

  • TXPAUSE : polite waiting for hardware transactional memory

    - by Dave
    Classic locks are an appropriate tool to prevent potentially conflicting operations A and B, invoked by different threads, from running at the same time. In a sense the locks cause either A to run before B or vice-versa. Similarly, we can replace the locks with hardware transactional memory, or use transactional lock elision to leverage potential disjoint access parallelism between A and B. But often we want A to wait until B has run. In a Pthreads environment we'd usually use locks in conjunction with condition variables to implement our "wait until" constraint. MONITOR-MWAIT is another way to wait for a memory location to change, but it only allows us to track one cache line and it's only available on x86. There's no similar "wait until" construct for hardware transactions. At the instruction-set level a simple way to express "wait until" in transactions would be to add a new TXPAUSE instruction that could be used within an active hardware transaction. TXPAUSE would politely stall the invoking thread, possibly surrendering or yielding compute resources, while at the same time continuing to track the transaction's address-set. Once a transaction has executed TXPAUSE it can only abort. Ideally that'd happen when some other thread modifies a variable that's in the transaction's read-set or write-set. And since we're aborting all writes would be discarded. In a sense this gives us multi-location MWAIT but with much more flexibility. We could also augment the TXPAUSE with a cycle-count bound to cap the time spent stalled. I should note that we can already enter a tight spin loop in a transaction to wait for updates to address-set to cause an abort. Assuming that the implementation monitors the address-set via cache-coherence probes, by waiting in this fashion we actually communicate via the probes, and not via memory values. That is the updating thread signals the waiter via probes instead of by traditional memory values. But TXPAUSE gives us a polite way to spin.

    Read the article

  • Nautilus only starts as root user

    - by user7978
    Hello. I am running Ubuntu 10.04 64-bit. When I attempt to start Nautilus from the command line, it does not appear -- although a PID is generated. As root/sudo, I can start Nautilus fine. One note: I run e16 as the windows manager, so I do not use Nautilus to draw my desktop. However, even under this configuration, Nautilus used to run fine as a "regular" user. The permissions for Nautilus are the same as the other packages in /usr/bin. I believe this is a Gnome issue, but I'm fumbling at this point.

    Read the article

  • Matlab cell length

    - by AP
    Ok I seem to have got the most of the problem solved, I just need an expert eye to pick my error as I am stuck. I have a file of length [125 X 27] and I want to convert it to a file of length [144 x 27]. Now, I want to replace the missing files (time stamps) rows of zeros. (ideally its a 10 min daily average thus should have file length of 144) Here is the code I am using: fid = fopen('test.csv', 'rt'); data = textscan(fid, ['%s' repmat('%f',1,27)], 'HeaderLines', 1, 'Delimiter', ','); fclose(fid); %//Make time a datenum of the first column time = datenum(data{1} , 'mm/dd/yyyy HH:MM') %//Find the difference in minutes from each row timeDiff = round(diff(datenum(time)*(24*60))) %//the rest of the data data = cell2mat(data(2:28)); newdata=zeros(144,27); for n=1:length(timeDiff) if timeDiff(n)==10 newdata(n,:)=data(n,:); newdata(n+1,:)=data(n+1,:); else p=timeDiff(n)/10 n=n+p; end end Can somebody please help me to find the error inside my for loop. My output file seems to miss few timestamped values. %*********************************************************************************************************** Can somebody help me to figure out the uiget to read the above file?? i am replacing fid = fopen('test.csv', 'rt'); data = textscan(fid, ['%s' repmat('%f',1,27)], 'HeaderLines', 1, 'Delimiter', ','); fclose(fid); With [c,pathc]=uigetfile({'*.txt'},'Select the file','C:\data'); file=[pathc c]; file= textscan(c, ['%s' repmat('%f',1,27)], 'HeaderLines', 1, 'Delimiter', ','); And its not working % NEW ADDITION to old question p = 1; %index into destination for n = 1:length(timeDiff) % if timeDiff(n) == 10 % newfile(p,:) = file(n,:); % newfile(p+1,:)=file(n+1,:); % p = p + 1; % else % p = p + (timeDiff(n)/10); % end q=cumsum(timeDiff(n)/10); if q==1 newfile(p,:)=file(n,:); p=p+1; else p = p + (timeDiff(n)/10); end end xlswrite('testnewws11.xls',newfile); even with the cumsum command this code fails when my file has 1,2 time stamps in middle of long missing ones example 8/16/2009 0:00 5.34 8/16/2009 0:10 3.23 8/16/2009 0:20 2.23 8/16/2009 0:30 1.23 8/16/2009 0:50 70 8/16/2009 2:00 5.23 8/16/2009 2:20 544 8/16/2009 2:30 42.23 8/16/2009 3:00 71.23 8/16/2009 3:10 3.23 My output looks like 5.34 3.23 2.23 0 0 0 0 0 0 0 0 0 5.23 544. 42.23 0 0 0 3.23 Any ideas?

    Read the article

  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

    Read the article

  • Herding Cats - That's My Job....

    - by user709270
    Written by Mike Schmitz - Sr. Director, Program Management Oracle JD Edwards  I remember seeing a super bowl commercial several years ago showing some well dressed people on the African savanna herding cats. I remember turning to the people I was watching the game with and telling them, “You just watched my job description”. Releasing software is a multi-facetted undertaking. In addition to making sure the code changes are complete, you also need to make sure the other key parts of a release are ready. For example when you have a question about the software, will the person on the other end of the phone be ready to answer your question? If you need training on that cool new piece of functionality, will there be an online training course ready for you to review? If you want to read about how the software is supposed to function, is there a user manual available? Putting all the release pieces together so they are available at the same time is what the JD Edwards Program Management team does. It is my team’s job to work with all the different functional teams so when a release is made generally available you have all the things you need to be successful. The JD Edwards Program Management team uses an internal planning tool called the Release Process Model (RPM) to ensure all deliverables are accounted for in a release. The RPM makes sure all the release deliverables are ready at the correct time and in the correct format. The RPM really helps all the functional teams in JD Edwards know what release deliverables they are accountable for and when they are to be delivered. It is my team’s job to make sure everyone understands what they need to do and when they need to deliver. We then make sure they are all on track to deliver on-time and in the right format. It is just that some days this feels like herding cats.

    Read the article

< Previous Page | 370 371 372 373 374 375 376 377 378 379 380 381  | Next Page >