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  • Looking for an ultra portable laptop for Ubuntu

    - by prule
    Hi, I'm in the market for a new laptop, and portability is important since I really only use it when I'm travelling to and from work - primarily for programming. I've been searching high and low for something like this: less than 2kg hopefully Intel i5 (but negotiable) NO dvd drive - just don't need it 4G ram either 7200rpm disk or SSD (ssd preferable) 13 inch screen not too pricey (MacBook Air is about $1700 AUD) available in Australia The Dell Inspiron 13z and Lenovo Edge 13 look close, but I've not found anything that says I'm not going to have a fight with compatibility. The MacBook Air 13 looks like the PERFECT hardware, but I'm afraid it will just be easier to run MacOS than Ubuntu. I want to stay with Ubuntu, but the MacBook Air is only $1700 so I'm in danger of becoming another apple fanboi if I can't find anything competitive. Going through all the sites looking for stuff has been a huge waste of time System 76 doesn't deliver to Australia http://www.linux-laptop.net/ and http://www.linlap.com/ are hard work and not confidence inspiring http://www.vgcomputing.com.au/nsintro.html is hard work again, searching for every laptop they say has excellent compatibility on the web to find out what spec it is http://zareason.com/shop/Strata-Pro-13.html (at $1345 USD) looks interesting, but I've got no idea how much I'll get stung by customs importing Dell Inspiron 13z with i5, 4G, 320 7200rpm disk, ATI Mobility Radeon HD5430 - 1GB, Dell Wireless 1501 802.11b/g/n @ $1200 AUD seems like the only competitor but is it compatible? (Dell support offer no opinion - as far as they are concerned they only have 2 models that are certified for ubuntu) Am I worrying too much about the compatibility? Should I just go with Dell? Or switch to MacOS? (It would be good to have a searchable database that had the full machine specs, and compatibility - I'm thinking about building something... but I don't have much time right now...) Thanks. UPDATE I went with a MacBook Air. The price/weight/power was just right. Everything else was either too pricy (i5) or too heavy, or underpowered (SU7300 1.3GHz). Its a pity, because I didn't really want to leave Ubuntu. I'll still run it on my media center and spare (heavy) laptop.

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  • How to display image in second layer in Cocos2d

    - by PeterK
    I am very new at Cocos2d and is testing to displaying an image over the "Hello World" text on a second layer and need help to get it work. I guess it is some basic stuff here and appreciate any tips etc. with this. I know that if i put the display-code (myLayer1) in the "init" it work or do the call [self goHere] from the "init" in myLayer1 it works but i want to call the "goHere" directly. I have the following code: HelloWorld.m: #import "HelloWorldLayer.h" #import "myLayer1.h" // HelloWorldLayer implementation @implementation HelloWorldLayer +(CCScene *) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorldLayer *layer = [HelloWorldLayer node]; myLayer1 *layer1 = [myLayer1 node]; // add layer as a child to scene [scene addChild: layer]; [scene addChild: layer1]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { // create and initialize a Label CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; myLayer1 *a1 = [myLayer1 new]; [a1 goHere]; [myLayer1 release]; } return self; } myLayer1.m: #import "myLayer1.h" @implementation myLayer1 -(void)goHere { NSLog(@">>>>goHere<<<<"); CGSize size = [[CCDirector sharedDirector] winSize]; CCSprite *vv = [CCSprite spriteWithFile:@"hand.png"]; vv.position = ccp( size.width /2 , size.height/2 ); [self addChild:vv z:3]; } -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { } return self; } @end

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • Contract / Project / Line-Item hierarchy design considerations

    - by Ryan
    We currently have an application that allows users to create a Contract. A contract can have 1 or more Project. A project can have 0 or more sub-projects (which can have their own sub-projects, and so on) as well as 1 or more Line. Lines can have any number of sub-lines (which can have their own sub-lines, and so on). Currently, our design contains circular references, and I'd like to get away from that. Currently, it looks a bit like this: public class Contract { public List<Project> Projects { get; set; } } public class Project { public Contract OwningContract { get; set; } public Project ParentProject { get; set; } public List<Project> SubProjects { get; set; } public List<Line> Lines { get; set; } } public class Line { public Project OwningProject { get; set; } public List ParentLine { get; set; } public List<Line> SubLines { get; set; } } We're using the M-V-VM "pattern" and use these Models (and their associated view models) to populate a large "edit" screen where users can modify their contracts and the properties on all of the objects. Where things start to get confusing for me is when we add, for example, a Cost property to the Line. The issue is reflecting at the highest level (the contract) changes made to the lowest level. Looking for some thoughts as to how to change this design to remove the circular references. One thought I had was that the contract would have a Dictionary<Guid, Project> which would contain ALL projects (regardless of their level in hierarchy). The Project would then have a Guid property called "Parent" which could be used to search the contract's dictionary for the parent object. THe same logic could be applied at the Line level. Thanks! Any help is appreciated.

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  • I need help installing Ubuntu 11.10 to multi-drive system

    - by CookyMonzta
    I have a machine with 3 hard drives; the primary, which is 750GB (drive 0), and 2 others, each of which is 640GB (drives 1 and 2). On the last screen before the actual installation begins, this is how my hard drive configuration looks: /dev/sda [DISK0, 750GB] /dev/sda1 ntfs 104MB [Win7 System Reserved] /dev/sda2 ntfs 499,997MB [Windows 7 Pro] free space 250,052MB [This space intended for Windows 8] /dev/sdb [DISK1, 640GB] /dev/sdb1 ntfs 400,085MB [Windows XP Pro] free space 240,049MB [This space intended for Ubuntu] /dev/sdc [DISK2, 640GB] [This drive intended for various backups] free space 160,033MB /dev/sdc5 ntfs 480,101MB [Acronis Secure Zone] As you can see, I have 3 drives, all SATA. I have Win7 on my first drive (0), WinXP on my second drive (1) and a secure zone for daily backups on my third drive (2). I want to put Ubuntu 11.10 Oneiric Ocelot on the drive that also has XP. I've already used 400GB for XP and I have 240GB remaining, for which, my intention was to create a 4GB swap file and use the rest for Ubuntu itself. This is what my second hard drive looked like, for my intended setup before installation: /dev/sdb /dev/sdb5 swap 4,095MB [Linux swap] /dev/sdb6 ext4 235,951MB [Ubuntu 11.10] Needless to say, this is only the second time I have attempted to install Linux. I managed to get 7.10 Gutsy Gibbon working on an old machine. I have two problems with this installation: Ubuntu asks for a location to install the boot loader (i.e., "Device for Boot Loader Installation"). I already have a boot loader; namely, Acronis OS Selector (from Acronis Disk Director 11). So I decided to put the Ubuntu boot loader in /dev/sdb6 (where I intend to install Ubuntu), to keep it from interfering with my Acronis OS Selector. Once I hit "Install now", I ended up with the following error: "No root file system is defined. Please correct this from the partitioning menu." What am I missing? Did I attempt to put the boot loader in the wrong place? I assume I did, because as I am writing this entry, I am looking at LinuxIdentity.com's Ubuntu 11.04 Natty Narwhal magazine, and I see a screenshot (Figure 7 on Page 13) that implies that the boot loader can be installed anywhere, including the first hard drive (in the MBR, which would obviously force me to reinstall the Acronis OS Selector) or even on a floppy. But why do I get an undefined root file system error? I thought /dev/sdb6 was the root file. Obviously I'm missing something in the installation procedure. Should I try installing it in Windows using the WUBI Installer? I assume that, if I attempt to install Ubuntu from WinXP (on the second drive), it will automatically install Ubuntu on the empty partition alongside XP. But will I have the option of creating a swap partition? And what if the WUBI Installer searches all of my drives and decides to install Ubuntu on my first drive's empty partition (which I have left empty for Win8 upon its release)?

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  • Why do "Joke" programming languages exist? [closed]

    - by ThePlan
    First of all please be aware this post contains some abusive language but I hope it will not bother anyone. I apologize for the bad language but that's what the name is. As I've been doing documentation on existing programming languages attempting to make a complete list of them I stumbled across terrible programming languages, which were clearly not made for actual use and implementation due to their insane difficulty. Languages such as Brainfu*k and LOLCODE or Whitespace are fool languages because they have no real use. For example, a "Hello world" program written in BrainFu*k. Taken from Wikipedia: The following program prints "Hello World!" and a newline to the screen: +++++ +++++ initialize counter (cell #0) to 10 [ use loop to set the next four cells to 70/100/30/10 > +++++ ++ add 7 to cell #1 > +++++ +++++ add 10 to cell #2 > +++ add 3 to cell #3 > + add 1 to cell #4 <<<< - decrement counter (cell #0) ] > ++ . print 'H' > + . print 'e' +++++ ++ . print 'l' . print 'l' +++ . print 'o' > ++ . print ' ' << +++++ +++++ +++++ . print 'W' > . print 'o' +++ . print 'r' ----- - . print 'l' ----- --- . print 'd' > + . print '!' > . print '\n' or another example taken from LOLCODE language: HAI CAN HAS STDIO? PLZ OPEN FILE "LOLCATS.TXT"? AWSUM THX VISIBLE FILE O NOES INVISIBLE "ERROR!" KTHXBYE These languages are very difficult to learn/read/work with. My question is - Why do they exist? What is the purpose of them? Also, is there an official "name" for these type of languages?

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  • (SOLVED) Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • My image is not showing in java, using ImageIcon

    - by user1048606
    I'd like to know why my images are now showing up when I use ImageIcon and when I have specified the directory the image is in. All I get is a black blank screen with nothing else on it. import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; import java.awt.Image; import java.awt.event.KeyEvent; import java.util.ArrayList; import javax.swing.ImageIcon; // Class for handling key input public class Craft { private int dx; private int dy; private int x; private int y; private Image image; private Image image2; private ArrayList missiles; private final int CRAFT_SIZE = 20; private String craft = "C:\\Users\\Jimmy\\Desktop\\Jimmy's Folder\\programs\\craft.png"; public Craft() { ImageIcon ii = new ImageIcon(craft); image2 = ii.getImage(); missiles = new ArrayList(); x = 40; y = 60; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public ArrayList getMissiles() { return missiles; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); // Shooting key if (key == KeyEvent.VK_SPACE) { fire(); } if (key == KeyEvent.VK_LEFT) { dx = -1; } if (key == KeyEvent.VK_RIGHT) { dx = 1; } if (key == KeyEvent.VK_UP) { dy = -1; } if (key == KeyEvent.VK_DOWN) { dy = 1; } } // Handles the missile object firing out of the ship public void fire() { missiles.add(new Missile(x + CRAFT_SIZE, y + CRAFT_SIZE/2)); } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT) { dx = 0; } if (key == KeyEvent.VK_UP) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } }

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  • My co-worker has not been doing such a good job for the past decade. What do I do? [closed]

    - by stijn
    Possible Duplicate: How do I approach a coworker about his or her code quality? I started working with him almost a decade ago and back then I had never really programmed before, being a young hardware engineer. Right now however I have made quite some progress in all areas being part of software design and i am much, much more skilled than my co-worker who is 15 years older and has been programming more than twice as long. He is super nice and definitely smart enough, but lately his lack of skill and performance are starting to drag me down because we're more and more working on the same codebase. And soon we are going to do a quite ambitious start from scratch creating a whole new hard/software system. I feel it is time to address all issues now, but i do not know how to start. Here are some of the things that I would like to see him improve on: no consistent usage of style, spaces nor tabs (eg if(something ) a =b ) adds newlines around pieces of code to make it easier to read, then commits those with messages like 'no changes made' overall commit messages are useless and so are most of the comments, if there are any (eg 'remove solves for bug Rik' if Rik reported a bug). There is no function/class documentation. lots of spelling errors, in both English and native language, which sometimes are mixed 6/7/8 level deep deep nesting is no exception, a lot of functions start with one level already like if(ptr!=Null){ even when ptr is the result of allocation via new in the constructor numerous source files have over 10k lines of those lines, a major part is simply a result of copy-pasting functionality instead of using a function. This includes copying comments so we end up with 50 occurrences of var=NULL; //TODO TEST this!!!!!!! another part is hundreds of lines of dead code knows what versioning does, yet comments out old code and places new code underneath it when making changes coding skills are below par, especially for the type of rather high precision applications we do. Yet somehow, after a lot of trying and testing, stuff starts to work. But then breaks again some time later because every change casues a waterfall effect. violates every single item in the C++ FAQ lite, practices every bad practice I can think of still doesn't know how to properly use the debugger, but spends hours inspecting messy logfiles in notepad on a tiny laptop screen. Does not make any adjustments to the settings of the software he uses. Never uses keyboard shortcuts. does not seem to progress or learn new things at all. Work rather slow, mostly due to the lack of planning and incorrect usage of tools. How does one deal with this? For starters, how do I make him aware of all these problems? Should I tell the staff about it? And the next step, how to get him to learn new things and adopt another way of working?

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  • Nvidia driver overscan issue second monitor via dvi-d cable

    - by benmichael
    Ok, I know that I have a bit of a bizarre setup, but here goes. I have an old laptop, HP Pavilion 6000. The graphics card in there is a GeForce 7150M. The monitor connection is an old 18pin. The external monitor I use is a Samsung SyncMaster 2333. Don't ask me why, but this monitor only has a dvi-d connection (yes, i have searched it). So I have the monitor plugged into the laptop. If I use any of the Nvidia propriety drivers and try to set the resolution up to 1920x1080 (the monitor's native resolution), I get a massive overscan issue. Over the years I have tried to get this to work, tinkering with my xorg.conf to death. I have also tried this on every Ubuntu since 10.04, on all the corresponding LUbuntus, and on all the Linux Mints since Lisa. Exact same issue. I have even tried it in WinDoze and it works perfectly there (although I did get the error once, but was unable to reproduce it). Using the Open Source drivers it works perfectly iff I switch off the laptop monitor (this makes no difference with the Nvidia drivers). I would have happily gone on using the Open Source drivers, except that since upgrading to LUbuntu 12.10, the Open Source drivers make my monitor completely hazy and have the same overscan issue until I (through the haze, only because I know where things are) go to the monitor settings, activate the laptop's monitor, then deactivate it, and suddenly it comes right. I have to do this every time. So I have to find a way to fix one of them, so I may as well tackle the propriety drivers, hence this overlong question. Amidst other things, I have tried the nvidia-settings, but because it is connected to an 18pin, it detects the monitor as a vga monitor and does not give me overscan correction options. I have tried custom modlines (although there are always more of those try), I have tried using xrandr, and I have tried all the FlatPanelOptions. What I have not tried is a Gentoo build, as I don't have time any more to do that installation, but up to about three years ago when I ran Gentoo exclusively I did not have this issue. Below is an link to an image with a red highlight around the portion of the screen visible to me, the numbers around it are the number of pixels which are cut off. This does seem to drift a few pixels every now and then. Thanks in advance. Nvidia driver issue image

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  • Suggestions for Summer Intern Application Assignments

    - by orangepips
    As part of our application process we want prospective college interns to complete an assignment on their own - either programming or analytical - to give us something tangible to evaluate such as code or a flowchart. I have two ideas for these assignments, one programming and one analytical, I am interested in gathering feedback about these. Programming Assignment Generate an a month's calendar for a given date. The first row should indicate the days of the week (e.g. Sunday - Saturday). Each subsequent row should contain a week's days. The date supplied should be highlighted (e.g. bolded). I am thinking we'll probably proscribe the output format even more strictly - probably down to what the HTML source should look like including CSS classes. Thinking is this forces answerers to actually do some work if they merely copy a solution from the internet. Analytical Assignment Diagram or describe in prose a system for managing a set of traffic lights for traffic at a four way intersection. Each direction (i.e. North, South, East and West) has two lanes (i.e. right and left). The left lane is turn only and has green arrow light to indicate right of way. The system is able to detect if lanes have cars in them and change the lights accordingly. I would expect a flow chart or some prose describing a finite state machine that deals with each contingency. This would hopefully provide some indication of the applicant's ability to reason through a logic problem of sorts and articulate an approach for solving. Areas Seeking Feedback Is it unreasonable to ask this of applicants? If not, is it better to request before or after a phone screen? Are these questions too hard or easy for a collegiate audience? Any suggestions for alternate questions? Do these seem like good tools for analyzing people who would part of a software development life cycle? Programming language suggestions - I'm thinking Java, Python and/or C# (we're actually a ColdFusion shop).

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  • How are Reads Distributed in a Workload

    - by Bill Graziano
    People have uploaded nearly one millions rows of trace data to TraceTune.  That’s enough data to start to look at the results in aggregate.  The first thing I want to look at is logical reads.  This is the easiest metric to identify and fix. When you upload a trace, I rank each statement based on the total number of logical reads.  I also calculate each statement’s percentage of the total logical reads.  I do the same thing for CPU, duration and logical writes.  When you view a statement you can see all the details like this: This single statement consumed 61.4% of the total logical reads on the system while we were tracing it.  I also wanted to see the distribution of reads across statements.  That graph looks like this: On average, the highest ranked statement consumed just under 50% of the reads on the system.  When I tune a system, I’m usually starting in one of two modes: this “piece” is slow or the whole system is slow.  If a given piece (screen, report, query, etc.) is slow you can usually find the specific statements behind it and tune it.  You can make that individual piece faster but you may not affect the whole system. When you’re trying to speed up an entire server you need to identity those queries that are using the most disk resources in aggregate.  Fixing those will make them faster and it will leave more disk throughput for the rest of the queries. Here are some of the things I’ve learned querying this data: The highest ranked query averages just under 50% of the total reads on the system. The top 3 ranked queries average 73% of the total reads on the system. The top 10 ranked queries average 91% of the total reads on the system. Remember these are averages across all the traces that have been uploaded.  And I’m guessing that people mainly upload traces where there are performance problems so your mileage may vary. I also learned that slow queries aren’t the problem.  Before I wrote ClearTrace I used to identify queries by filtering on high logical reads using Profiler.  That picked out individual queries but those rarely ran often enough to put a large load on the system. If you look at the execution count by rank you’d see that the highest ranked queries also have the highest execution counts.  The graph would look very similar to the one above but flatter.  These queries don’t look that bad individually but run so often that they hog the disk capacity. The take away from all this is that you really should be tuning the top 10 queries if you want to make your system faster.  Tuning individually slow queries will help those specific queries but won’t have much impact on the system as a whole.

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  • 2D Collision in Canvas - Balls Overlapping When Velocity is High

    - by kushsolitary
    I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the walls. I managed to do the collision with walls perfectly but now the problem is with the collision with other balls. I am using the following code for it: //Check collision between two bodies function collides(b1, b2) { //Find the distance between their mid-points var dx = b1.x - b2.x, dy = b1.y - b2.y, dist = Math.round(Math.sqrt(dx*dx + dy*dy)); //Check if it is a collision if(dist <= (b1.r + b2.r)) { //Calculate the angles var angle = Math.atan2(dy, dx), sin = Math.sin(angle), cos = Math.cos(angle); //Calculate the old velocity components var v1x = b1.vx * cos, v2x = b2.vx * cos, v1y = b1.vy * sin, v2y = b2.vy * sin; //Calculate the new velocity components var vel1x = ((b1.m - b2.m) / (b1.m + b2.m)) * v1x + (2 * b2.m / (b1.m + b2.m)) * v2x, vel2x = (2 * b1.m / (b1.m + b2.m)) * v1x + ((b2.m - b1.m) / (b2.m + b1.m)) * v2x, vel1y = v1y, vel2y = v2y; //Set the new velocities b1.vx = vel1x; b2.vx = vel2x; b1.vy = vel1y; b2.vy = vel2y; } } You can see the experiment here. The problem is, some balls overlap each other and stick together while some of them rebound perfectly. I don't know what is causing this issue. Here's my balls object if that matters: function Ball() { //Random Positions this.x = 50 + Math.random() * W; this.y = 50 + Math.random() * H; //Random radii this.r = 15 + Math.random() * 30; this.m = this.r; //Random velocity components this.vx = 1 + Math.random() * 4; this.vy = 1 + Math.random() * 4; //Random shade of grey color this.c = Math.round(Math.random() * 200); this.draw = function() { ctx.beginPath(); ctx.fillStyle = "rgb(" + this.c + ", " + this.c + ", " + this.c + ")"; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); ctx.closePath(); } }

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  • Please Help Me Install Firestorm?

    - by Elle Caszatt
    I have been trying for hours just to install one program. In this time, I've tried my best to follow directions and not screw everything up but I have. I'm new to Linux. I tried to install Firestorm and this is what happened: parent@ubuntu:~$ sudo '/home/parent/Downloads/Phoenix_Firestorm-Release_i686_4.2.1.29803/install.sh' [sudo] password for parent: Enter the desired installation directory [/opt/firestorm-install]: /home/parent/downloads - Installing to /home/parent/downloads /home/parent/Downloads/Phoenix_Firestorm-Release_i686_4.2.1.29803/install.sh: line 80: /home/parent/downloads/etc/refresh_desktop_app_entry.sh: Permission denied parent@ubuntu:~$ sudo opt/firestorm-install sudo: opt/firestorm-install: command not found parent@ubuntu:~$ ./etc/refresh_desktop_app_entry.sh bash: ./etc/refresh_desktop_app_entry.sh: No such file or directory parent@ubuntu:~$ sudo '/home/parent/Downloads/Phoenix_Firestorm-Release_i686_4.2.1.29803/install.sh' Enter the desired installation directory [/opt/firestorm-install]: /home/parent - Backing up previous installation to /home/parent.backup-2012-08-27 - Installing to /home/parent cp: cannot stat `/home/parent/Downloads/Phoenix_Firestorm-Release_i686_4.2.1.29803/*': No such file or directory Failed parent@ubuntu:~$ Now whenever I go into my files it says it can't find anything. Like Cannot find home/parent/Downloads. Now, I KNOW there are downloads. I don't know why it's doing this all of a sudden. I'm so frustrated that I'm ready to just go back to Windows. I've already had to uninstall/reinstall Ubuntu once today. It's looking like I"m going to have to do it again. How can I fix my file problem that I'm now having and can someone please, please tell me how to install Firestorm? I mean they don't even have their repository listed. It's ridiculous to have to go through this over a program. Spotify wasn't hard at all to install so why is this? Someone please help, and I'm sorry if I sound like a total idiot. I'm pretty tech savvy but I'm honestly pretty upset after struggling with this for hours. Edit Okay, I see the problem with the directory files (showing the error I mentioned above when I try to click on them). I can only access my downloads, desktop, ect, through the backup that was created when I tried to install Firestorm. It's like that's the real home now. How can I get it back to the way it was? Edit Ubuntu has stopped working for me on reboot now. It doesn't go past the login screen. This is exactly what happened when I had to uninstall it before after trying to install Firestorm. Maybe I'm giving up too easily but I think I'm just going to go back to Windows. If this is what's going to happen every time I innocently try to install a program then it's just not worth it. I installed it specifically to run Firestorm because Windows sucks up a lot of CPU and causes lag. I still appreciate any input but this is just too much hassle for something that shouldn't be hard.

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  • Is OOP hard because it is not natural?

    - by zvrba
    One can often hear that OOP naturally corresponds to the way people think about the world. But I would strongly disagree with this statement: We (or at least I) conceptualize the world in terms of relationships between things we encounter, but the focus of OOP is designing individual classes and their hierarchies. Note that, in everyday life, relationships and actions exist mostly between objects that would have been instances of unrelated classes in OOP. Examples of such relationships are: "my screen is on top of the table"; "I (a human being) am sitting on a chair"; "a car is on the road"; "I am typing on the keyboard"; "the coffee machine boils water", "the text is shown in the terminal window." We think in terms of bivalent (sometimes trivalent, as, for example in, "I gave you flowers") verbs where the verb is the action (relation) that operates on two objects to produce some result/action. The focus is on action, and the two (or three) [grammatical] objects have equal importance. Contrast that with OOP where you first have to find one object (noun) and tell it to perform some action on another object. The way of thinking is shifted from actions/verbs operating on nouns to nouns operating on nouns -- it is as if everything is being said in passive or reflexive voice, e.g., "the text is being shown by the terminal window". Or maybe "the text draws itself on the terminal window". Not only is the focus shifted to nouns, but one of the nouns (let's call it grammatical subject) is given higher "importance" than the other (grammatical object). Thus one must decide whether one will say terminalWindow.show(someText) or someText.show(terminalWindow). But why burden people with such trivial decisions with no operational consequences when one really means show(terminalWindow, someText)? [Consequences are operationally insignificant -- in both cases the text is shown on the terminal window -- but can be very serious in the design of class hierarchies and a "wrong" choice can lead to convoluted and hard to maintain code.] I would therefore argue that the mainstream way of doing OOP (class-based, single-dispatch) is hard because it IS UNNATURAL and does not correspond to how humans think about the world. Generic methods from CLOS are closer to my way of thinking, but, alas, this is not widespread approach. Given these problems, how/why did it happen that the currently mainstream way of doing OOP became so popular? And what, if anything, can be done to dethrone it?

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • How to enable and connect to RDP on a Windows Azure Web Role Instance?

    - by Enrique Lima
    We all know there have been some updates to Windows Azure, and one of the biggest I would say is the capability of being able to remote into the “OS level” of the image running a role.  And I am not talking about VM Role, I am talking about a Web Role for example. As developers we use Visual Studio, and when we are getting ready to deploy a project, we have the option of enabling this. Here is how: 1.  We publish our Project 2. On the Deployment dialog, provide all the details for your account, and before clicking OK, click on Configure Remote Desktop connections. 3.  Enable connections and the rest of the configuration.  Now, here is where there is an extra set of steps.  The first thing to know: The certificate used here is different from the other certs you have in place.  I created a new one, the went into certmgr.msc, then to Personal, then I selected the cert I just created.  Did a right-click, then All Tasks > Export.  Because what is needed is a pfx package, make sure when exporting you select to export the private key. 4. Click OK, on the Remote Desktop Configuration screen, now before you click OK on the Deployment, you will need to visit the Azure Portal. And perform the following: Go to your hosted services. Then with the service available, select the Certificates folder location. Then, select Add Certificate from the toolbar (more like Azure Portal Ribbon) Provide the details to upload the recently create pfx file. That will create the Certificate. Click OK on the deployment dialog, this kick off the deployment process. 5. Now, we need to go to the Windows Azure Portal.  Here we will select the Web Role deployed and Configure RDP. 6. Time to test.  Click on the Instance (not the role), this will make the Remote Access Connect Button available.  A file will start the process to be downloaded too 7. You will then be prompted for the credentials you configured. 8.  Validate connectivity … 9. Open IIS Manager … From here on, this is a way to manage and work with your Instance.

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  • 5 Step Procedure for Android Deployment with NetBeans IDE

    - by Geertjan
    I'm finding that it's so simple to deploy apps to Android that I'm not needing to use the Android emulator at all, haven't been able to figure out how it works anyway (big blinky screen pops up that I don't know what to do with). I just simply deploy the app straight to Android, try it out there, and then uninstall it, if needed. The whole process (only step 4 and 5 below need to be done for each deployment iteration, after you've done steps 1, 2, and 3 once to set up the deployment environment), takes a few seconds. Here's what I do: On Android, go to Settings | Applications. Check "Unknown sources". In "Development", check "USB debugging". Connect Android to your computer via a USB cable. Start up NetBeans IDE, with NBAndroid installed, as described yesterday. and create your "Hello World" app. Right-click the project in the IDE and choose "Export Signed Android Package". Create a new keystore, or choose an existing one, via the wizard that appears. At the end of the wizard (would be nice if NBAndroid would let you set up a keystore once and then reuse it for all your projects, without needing to work through the whole wizard step by step each time), you'll have a new release APK file (Android deployment archive) in the project's 'bin' folder, which you can see in the Files window. Go to the command line (would be nice if NBAndroid were to support adb, would mean I wouldn't need the command line at all), browse to the location of the APK file above. Type "adb install helloworld-release.apk" or whatever the APK file is called. You should see a "Success" message in the command line. Now the application is installed. On your Android, go to "Applications", and there you'll see your brand new app. Then try it out there and delete it if you're not happy with it. After you've made a change in your app, simply repeat step 4 and 5, i.e., create a new APK and install it via adb. Step 4 and 5 take a couple of seconds. And, given that it's all so simple, I don't see the value of the Android emulator, at all.

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  • problems programmatically creating UIView on iPad App

    - by user3871
    I have been struggling with this problem for a few days. My iPad app is designed to be a portrait game. To satisfy Apple's expection, I also support landscape mode. When it goes into landscape mode, the game goes into a letterbox format with back borders on the sides. My problem is I am creating the UIWindow and UIView programmatically. For some unkown reason, the touch controls are "locked" in to think I'm always in landscape mode. And even though visually in portrait mode everything looks correct, the top and bottom of the screen does not respond to touch. To summarize how I am setting this up, let me provide the skeletal framework of what I'm doing: in main.cpp: int retVal = UIApplicationMain(argc, argv, nil, @"derbyPoker_ipadAppDelegate"); In the delegate, I am doing this: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { CGRect screenBounds = [[UIScreen mainScreen] bounds]; CGFloat scale = [[ UIScreen mainScreen] scale ]; m_device_width = screenBounds.size.width; m_device_height = screenBounds.size.height; m_device_scale = scale; // Everything is built assuming 640x960 window = [[ UIWindow alloc ] initWithFrame:[[UIScreen mainScreen] bounds]]; viewController = [ glView new ]; [self doStateChange:[blitz class]]; return YES; } The last bit of code sets up the UIView... - (void) doStateChange: (Class) state{ viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, m_device_width, m_device_height) andManager:self]; viewController.view.contentMode = UIViewContentModeScaleAspectFit; viewController.view.autoresizesSubviews = YES; [window addSubview:viewController.view]; [window makeKeyAndVisible]; } The problem seems to related to the line viewController.view.contentMode = UIViewContentModeScaleAspectFit; If I remove that line, touch works correctly in portrait mode. But the negative is when I'm landscape mode, the game stretches incorrectly. So That's not a option. The frustrating thing is, when I originally had this set up with a NIB file, it worked fine. I have read through the docs about UIWindow, UIViewController and UIView and have tried about everything to no avail. Any help would be greatly appreciated.

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  • Adding JavaScript to your code dependent upon conditions

    - by DavidMadden
    You might be in an environment where you code is source controlled and where you might have build options to different environments.  I recently encountered this where the same code, built on different configurations, would have the website at a different URL.  If you are working with ASP.NET as I am you will have to do something a bit crazy but worth while.  If someone has a more efficient solution please share. Here is what I came up with to make sure the client side script was placed into the HEAD element for the Google Analytics script.  GA wants to be the last in the HEAD element so if you are doing others in the Page_Load then you should do theirs last. The settings object below is an instance of a class that holds information I collection.  You could read from different sources depending on where you stored your unique ID for Google Analytics. *** This has been formatted to fit this screen. *** if (!IsPostBack) { if (settings.GoogleAnalyticsID != null || settings.GoogleAnalyticsID != string.Empty) { string str = @"//<!CDATA[ var _gaq = _gaq || []; _gaq.push(['_setAccount', '"  + settings.GoogleAnalyticsID + "']); _gaq.push(['_trackPageview']);  (function () {  var ga = document.createElement('script');  ga.type = 'text/javascript';  ga.async = true;  ga.src = ('https:' == document.location.protocol  ? 'https://ssl' :  'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0];  s.parentNode.insertBefore(ga, s);})();"; System.Web.UI.HtmlControls.HtmlGenericControl si =  new System.Web.UI.HtmlControls.HtmlGenericControl(); si.TagName = "script"; si.Attributes.Add("type", @"text/javascript"); si.InnerHtml = sb.ToString(); this.Page.Header.Controls.Add(si); } } The code above will prevent the code from executing if it is a PostBack and then if the ID was not able to be read or something caused the settings to be lost by accident. If you have larger function to declare, you can use a StringBuilder to separate the lines. This is the most compact I wished to go and manage readability.

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  • RTS Game Style Application [closed]

    - by Daniel Wynand van Wyk
    My question may seem somewhat odd, but I hope that my specifications will clarify EXACTLY what it is that I am after. I need some help choosing the right tooling for a particular endeavour. My background is in desktop application development and large back-end systems. I have worked primarily on the Microsoft stack using C# and the .Net framework. My goal is to develop a 2D, RTS style, interactive office simulation. The simulation will model various office spaces, office equipment, employees and their interactions with one another. The idea is to abstract the concept of an office completely. Under the hood the application will do many things that are nothing like a game. This includes P2P networking, VPN tunnelling, streaming video, instant messaging, document collaboration, remote screen sharing, file-sharing, virus scanning, VOIP, document scanning, faxing, emailing, distributed computing, content management and much more! A somewhat similar thing has been attempted by IBM, where they created a virtual office in second life. If their attempt was a game, the game-play would be notably horrible, to say the least! The users/players will drive and control my application through the various objects modelled in the simulation. A single application capable of performing all of these various tasks would be a nightmare to navigate for even the most expert user. Using the concept of a game, I can easily separate functionality by assigning them to objects that relate 1-1 with their real world counter-parts. This can greatly simplify computing for novice users, with many added benefits in terms of visibility, transparency of process and centralized configuration. My hope is to make complex computing tasks accessible to all kinds of users and to greatly reduce the cognitive load associated with using the many different utilities and applications inside office settings. The complexity is therefore limited to the complexity of the space in which you find yourself. I want the application to target as many platforms as possible and run on computers that have no accelerated graphics capabilities. The simulation won't contain any of the fancy eye-candy you find in modern games, to the contrary, my "game" will purposefully be clean and simple. The closest thing I could imagine would be an old game like "Theme Hospital" or the first instalment of "The Sims". All the content will be pre-created and not user-generated like Second Life. New functionality will be added via a plugin system. Given my background and nature of my "game", I would like to spend most of my time writing code that does not have to do with the simulated office, as the "game" is really just a glorified application menu. I have done much reading about existing engines, frameworks and tools. I need the help of an experienced game developer who has tried and tested various products over the years who can guide me in the right direction given my very particular needs. I would appreciate any help I can get!

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  • Summary of our Recent Pull Request Enhancements on CodePlex

    Over the past several weeks, we’ve been incrementally rolling out a bunch of enhancements around our pull request workflow for Git and Mercurial projects. Our goal is to make contributing to open source projects a simple and rewarding experience, and we’ll continue to invest in this area. Here’s a summary of the changes so far, in case you’ve missed them. As always, if you have any feedback, please let us know, whether on our ideas page or via Twitter. Support for branches You can now pick the source and destination branches for your pull request, whether you’re sending one from your fork, or using it within a project to collaborate with your other trusted contributors. A redesigned creation experience Our old pull request creation form was rather lacking. It asked for a title and comment in a small modal dialog, but that was about it. We knew we could do better, so we rethought the experience. Now, when you create a pull request, you’re taken to a new page that let’s you select the source and destination, and gives you information on the diffs and commits that you’re sending, so you can confirm that you’re sending the right set of changes. Inline code snippets in discussion If users comment on code in your pull request, we now display a preview of the snippet of relevant code inline with their comment on the discussion. Subsequent replies on that line are combined in a single thread to preserve your context. No more clicking and hunting to find where the comments are. And you can add another inline comment right from the discussion area. Comment notifications You can now elect receive an e-mail notification if a user comments on your pull request. If it’s on a line of code, we’ll display the relevant code snippet in the e-mail. Redesigned diff viewer Our old diff viewer hadn’t been touched in a while, and was in need of an update. We started with a visual facelift to use standard red/green colors for additions/deletions and remove the noisy “dots” that represented spaces and that littered the diff viewer. Based on feedback that the viewable region for diffs was too small, especially for smaller screen resolutions, we revamped the way the viewport for the code is sized, and now expand it to fill the majority of the browser height when scrolling down. The set of improvements we implemented here also apply anywhere diffs are viewed, not just for pull requests.

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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