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  • GDD-BR 2010 [1D] Tim Bray - Android Ecosystem and What's New

    GDD-BR 2010 [1D] Tim Bray - Android Ecosystem and What's New Speaker: Tim Bray Track: Android Time slot: D[13:50 - 14:35] Room: 1 Level: 101 This talk combines an introduction to the Android ecosystem with a description of what's new in it. The ecosystem includes the technology, developer community, Android Market, and of course the huge population of Android users. From: GoogleDevelopers Views: 25 1 ratings Time: 41:40 More in Science & Technology

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  • Dernière minute : Le co-créateur du XML quitte Oracle pour Google, Tim Bray travaillera sur Android

    Dernière minute : Le co-créateur du XML quitte Oracle pour Google, Tim Bray travaillera sur Android Tim Bray, qui avait été à l'origine (en partie) de l'écriture du XML, vient d'annoncer il y a quelques heures sur son blog qu'il quittait Sun/Oracle pour rejoindre Google à un poste d'"Advocate Developper" centré sur Android. Il prédit que cela sera très excitant et semble ravi de ce changement. Il faut dire que ces derniers mois, ses relations avec son précédent employeur s'étaient quelque peu détériorées, notamment lorsqu'on lui avait fait censurer son blog à propos de la fusion Sun/Oracle. Il a donc cherché à quitter ses fonctions et a trouvé refuge chez Google, qui a carrément crée un poste juste p...

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  • Android vs. iPhone: Google Hires Tim Bray

    <b>Linux Planet:</b> ""The iPhone vision of the mobile Internet&#8217;s future omits controversy, sex, and freedom, but includes strict limits on who can know what and who can say what," he wrote. "It's a sterile, Disney-fied walled garden surrounded by sharp-toothed lawyers.""

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  • DISA Cross Domain Enterprise Solutions on the NetBeans Platform

    - by Geertjan
    Bray 2.0 is a tool based on the NetBeans Platform that assists in creating valid Data Flow Configuration (DFC) files. The DFC Specification was developed to provide a standardized way for defining, validating, and approving data flows for use on cross-domain guarding solutions. A DFC document specifies key entities such as security domains, guards that facilitate data between security domains, data flows that describe how data travels between security domains, filters that transform and validate the data and more. Related info: http://www.disa.mil/Services/Information-Assurance/Cross-Domain-Solutions The Bray product is in development at Fulcrum IT (http://www.fulcrumco.com). The DFC Specification and Bray were developed in support of the US Department of Defense. Bray 2.0 marks the first release of Bray on the NetBeans Platform and utilizes a number of features that are core to the NetBeans Platform: Modular plugability. Bray consumers can integrate their own tools, file types, and more into the product with relative ease. Robust UI. The NetBeans Platform intuitive UI makes it easy to access and manipulate multiple aspects of a DFC. Explorer. The Explorer is a key component that makes the DFC XML easy to traverse, edit, and find errors. Context-sensitive help. JavaHelp can be readily integrated for the product as well as all the UI within. Editors. Any external file can be added to a DFC. Users can register their own editors or use the provided NetBeans editors to edit files. Printing. The NetBeans Platform Print API makes it easy to determine what should be printed and how.   A screenshot: Bray 2.0 provides a lot of key features in developing valid, robust DFC files:  XML validation. A DFC can be validated against the DFC schema specification. DFC Check List. An interactive, minimal guide for creating a complete DFC. Summary Window. The Summary Window functions like the Navigator in NetBeans IDE. The current "item of interest" is checked against various business rules and provides the ability to quickly find and fix errors. Change Log. Bray audits every change to a DFC and places them in a change log for users to peruse. Comments. Users can optionally add comments for other users to see. Digital signatures. DFC files can be digitally signed. A signature history and signature validation is provided in Bray. Pluggable security schemes. Bray ships with plain text and IC-ISM security schemes. If needed, users can integrate additional ones.  ...and more to come! New features for Bray are constantly in development including use of the NetBeans Visual Library, language support, and more. More screenshots:

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  • Copy or Export Byobu screen?

    - by kmassada
    One of the best things about byobu is the scrollback feature in a given session. I have been working on something, and I have tons of lines in the current scrollback session and I want to copy everything to a file, how to?? According to the screen home page, looks like you can do this? but when I'm done I do a search for all those files, can't find them. C-a h (hardcopy) Write a hardcopy of the current window to the file "hardcopy.n". C-a H (log) Begins/ends logging of the current window to the file "screenlog.n". For the screen commands to work, I have to be in screen mode, I believe, and not sure how to check that? kenneth@dv7:~$ ps -ef | grep byobu kenneth 16245 16173 0 05:18 pts/12 00:00:00 grep --color=auto byobu kenneth 25935 1 0 Dec14 ? 00:21:26 /usr/bin/xfce4-terminal -x byobu-launcher kenneth 25938 25935 0 Dec14 pts/0 00:00:00 tmux -2 -f /usr/share/byobu/profiles/tmuxrc new-session /usr/bin/byobu-shell kenneth 25962 1 1 Dec14 ? 00:37:31 tmux -2 -f /usr/share/byobu/profiles/tmuxrc new-session /usr/bin/byobu-shell kenneth 25963 25962 0 Dec14 pts/1 00:00:00 sh -c /usr/bin/byobu-shell This is from the byoby man page and I absolutely don't know what it does? I tried, it, and looked around, can't tell. Ctrl-a ~ - Save the current window's scrollback buffer there's also enter, copy mode, select with space key, and press enter to copy, I do that, the screen displays gibberish for 10 seconds refreshes, done. cat >> ~/log.output << COMM --paste using ctrl a ] I think-- COMM this confirms the copy paste works, but when I press enter, nothing get saved to that log file, I've checked, I do have write privileges in my home directory. lol the select all, from the xfce4-terminal doesn't go far enough, and scrolling back with the mouse, well won't work, no need to try it, I know byobu buffer doesn't work like that.

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  • What is the evidence that an API has exceeded its orthogonality in the context of types?

    - by hawkeye
    Wikipedia defines software orthogonality as: orthogonality in a programming language means that a relatively small set of primitive constructs can be combined in a relatively small number of ways to build the control and data structures of the language. The term is most-frequently used regarding assembly instruction sets, as orthogonal instruction set. Jason Coffin has defined software orthogonality as Highly cohesive components that are loosely coupled to each other produce an orthogonal system. C.Ross has defined software orthogonality as: the property that means "Changing A does not change B". An example of an orthogonal system would be a radio, where changing the station does not change the volume and vice-versa. Now there is a hypothesis published in the the ACM Queue by Tim Bray - that some have called the Bánffy Bray Type System Criteria - which he summarises as: Static typings attractiveness is a direct function (and dynamic typings an inverse function) of API surface size. Dynamic typings attractiveness is a direct function (and static typings an inverse function) of unit testing workability. Now Stuart Halloway has reformulated Banfy Bray as: the more your APIs exceed orthogonality, the better you will like static typing My question is: What is the evidence that an API has exceeded its orthogonality in the context of types? Clarification Tim Bray introduces the idea of orthogonality and APIs. Where you have one API and it is mainly dealing with Strings (ie a web server serving requests and responses), then a uni-typed language (python, ruby) is 'aligned' to that API - because the the type system of these languages isn't sophisticated, but it doesn't matter since you're dealing with Strings anyway. He then moves on to Android programming, which has a whole bunch of sensor APIs, which are all 'different' to the web server API that he was working on previously. Because you're not just dealing with Strings, but with different types, the API is non-orthogonal. Tim's point is that there is a empirical relationship between your 'liking' of types and the API you're programming against. (ie a subjective point is actually objective depending on your context).

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  • Getting Started in Electronics Tinkering: A Shopping List

    - by Jason Fitzpatrick
    If you’re interested getting an electronics tinkering hobby off the ground this detailed list of things you’ll need (including why you’ll need them and how to get the best value) is an excellent starting place. Kenneth Finnegan started his adventures in electronics tinkering a little over two years ago and in that time advanced from being a complete beginner to putting together some really advanced projects. After his projects started appearing on popular hacking/electronics blogs like Hack A Day he decided to put together a guide to help out all the new hobbyists who were emailing him about his projects and what kind of gear they should get. His buying guide covers books, equipment, development tools, components, and analog chips. His list is very detailed with links galore and plenty of explanation for a new hobbyist. So You Want to Build Electronics [Kenneth Finnegan via Hack A Day] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • Best way to Draw a cube for 3D Picking

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • jBullet Collision/Physics not working correctly

    - by Kenneth Bray
    Below is the code for one of my objects in the game I am creating (yes although this is a cube, I am not making anything remotely like MineCraft), and my issue is I while the cube will display and is does follow the physics if the cube falls, it does not interact with any other objects in the game. If I was to have multiple cubes in screen at once they all just sit there, or shoot off in all directions never stopping. Anyway, I am new to jBullet, and any help would be appreciated. package Object; import static org.lwjgl.opengl.GL11.GL_QUADS; import static org.lwjgl.opengl.GL11.glBegin; import static org.lwjgl.opengl.GL11.glColor3f; import static org.lwjgl.opengl.GL11.glEnd; import static org.lwjgl.opengl.GL11.glPopMatrix; import static org.lwjgl.opengl.GL11.glPushMatrix; import static org.lwjgl.opengl.GL11.glVertex3f; import javax.vecmath.Matrix4f; import javax.vecmath.Quat4f; import javax.vecmath.Vector3f; import com.bulletphysics.collision.shapes.BoxShape; import com.bulletphysics.collision.shapes.CollisionShape; import com.bulletphysics.dynamics.RigidBody; import com.bulletphysics.dynamics.RigidBodyConstructionInfo; import com.bulletphysics.linearmath.DefaultMotionState; import com.bulletphysics.linearmath.Transform; public class Cube { // Cube size/shape variables private float size; boolean cubeCollidable; boolean cubeDestroyable; // Position variables - currently this defines the center of the cube private float posX; private float posY; private float posZ; // Rotation variables - should be between 0 and 359, might consider letting rotation go higher though I can't think of a purpose currently private float rotX; private float rotY; private float rotZ; //collision shape is a box shape CollisionShape fallShape; // setup the motion state for the ball DefaultMotionState fallMotionState; Vector3f fallInertia = new Vector3f(0, 1, 0); RigidBodyConstructionInfo fallRigidBodyCI; public RigidBody fallRigidBody; int mass = 1; // Constructor public Cube(float pX, float pY, float pZ, float pSize) { posX = pX; posY = pY; posZ = pZ; size = pSize; rotX = 0; rotY = 0; rotZ = 0; // define the physics based on the values passed in fallShape = new BoxShape(new Vector3f(size, size, size)); fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, 50, 0), 1f))); fallRigidBodyCI = new RigidBodyConstructionInfo(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new RigidBody(fallRigidBodyCI); } public void Update() { Transform trans = new Transform(); fallRigidBody.getMotionState().getWorldTransform(trans); posY = trans.origin.x; posX = trans.origin.y; posZ = trans.origin.z; } public void Draw() { fallShape.calculateLocalInertia(mass, fallInertia); // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); //blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); } }

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  • Best way to Draw a cube for 3D Picking on a specific face

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • jBullet Collision/Physics not working as expected

    - by Kenneth Bray
    Below is the code for one of my objects in the game I am creating (yes although this is a cube, I am not making anything remotely like MineCraft), and my issue is I while the cube will display and is does follow the physics if the cube falls, it does not interact with any other objects in the game. If I was to have multiple cubes in screen at once they all just sit there, or shoot off in all directions never stopping. Anyway, I am new to jBullet, and any help would be appreciated. // Constructor public Cube(float pX, float pY, float pZ, float pSize) { posX = pX; posY = pY; posZ = pZ; size = pSize; rotX = 0; rotY = 0; rotZ = 0; // physics stuff fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(posX, posY, posZ), 1))); fallRigidBodyCI = new RigidBodyConstructionInfo(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new RigidBody(fallRigidBodyCI); }

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  • Moving the jBullet collision body to with the player object

    - by Kenneth Bray
    I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a cube). Below is my current update method for when I want to update the xyz coords, but I am pretty sure I am not able to update the origin coords? : public void Update(float pX, float pY, float pZ) { posX = pX; posY = pY; posZ = pZ; //update the playerCube transform for the rigid body cubeTransform.origin.x = posX; cubeTransform.origin.y = posY; cubeTransform.origin.z = posZ; cubeRigidBody.getMotionState().setWorldTransform(cubeTransform); processTransformMatrix(cubeTransform); } I do not have rotation updated, as I do not actually want/need the player body to rotate at all currently. However, in the final game this will me put in place.

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  • HowTo Enable jBullet DebugMode

    - by Kenneth Bray
    I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw method, or is there an easier way to draw the physics models to the screen? If there is already a built in method I would prefer to use that, otherwise I guess I will start making my own functions to handle this.

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  • problem in opening a link to .rar file

    - by Kenneth
    Hi all, In my jsp, I have a hyperlink linking to a .rar file in the system. Somehow when I clicked on the link, it does not ask users to 'save file' or 'open file' nor using 7zip to open the .rar file. Instead, it just displays some junk characters on the web page. I thought it might be the problem with mime-mapping. So I put an mime-mapping to web.xml with mime-type=application/x-rar-compressed. But it still doesn't work. Do you have any idea what the problem is and how to solve it? Thanks a lot in advance. Other file types have no problem. Kenneth

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  • Regex: Filter out text before last occurrence

    - by StreamT
    TEXT: R:\Everybody\OlegB\DiskCleaner\1\NewsFeed\Regional\Bray People_2010-04-14_v3.zip REGEX: (?<titleid>.*)_(?<issuedate>(19|20)[0-9]{2}[- /.](0[1-9]|1[012])[- /.](0[1-9]|[12][0-9]|3[01]))_v(?<layoutver>[0-9]*) I need apply REGEX to the following part of TEXT: Bray People_2010-04-14_v3.zip How can I filter out all text before last occurrence of slash and apply expression to the reminded part.

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  • Sensitive Data Storage - Best Practices

    - by Kenneth
    I recently started working on a personal project where I was connecting to a database using Java. This got me thinking. I have to provide the login information for a database account on the DB server in order to access the database. But if I hard code it in then it would be possible for someone to decompile the program and extract that login info. If I store it in an external setup file then the same problem exists only it would be even easier for them to get it. I could encrypt the data before storing it in either place but it seems like that's not really a fail safe either and I'm no encryption expert by any means. So what are some best practices for storing sensitive setup data for a program?

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  • Are there real world applications where the use of prefix versus postfix operators matters?

    - by Kenneth
    In college it is taught how you can do math problems which use the ++ or -- operators on some variable referenced in the equation such that the result of the equation would yield different results if you switched the operator from postfix to prefix or vice versa. Are there any real world applications of using postfix or prefix operator where it makes a difference as to which you use? It doesn't seem to me (maybe I just don't have enough experience yet in programming) that there really is much use to having the different operators if it only applies in math equations. EDIT: Suggestions so far include: function calls //f(++x) != f(x++) loop comparison //while (++i < MAX) != while (i++ < MAX)

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  • Troubleshooting Wiki for the Siebel Plug-in

    - by Kenneth E.
    There are a number of initiatives underway to provide better troubleshooting tools and diagnostics for the Siebel Plug-in.  We'll make sure that we announce those as soon as they are available.In the meantime, I wanted to make everyone aware of an existing Wiki that provides troubleshooting tips/techniques, as well as a list of common issues.  Unfortunately, this Wiki is only accessbile to internal Oracle employees.  The wiki is located here.In addition to the troubleshooting information, one of the more valuable aspects of the Wiki is a listing of the latest requried patches for the Siebel Plug-in.  This list is maintained by our Engineering staff, and reflects the latest information on required patches for all current releases (i.e., 12c, 11g, and 10.2.0.5).  The list of patches can be accessed here.

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  • GCC 4.2.1 Compiling on Cygwin(Win7 64bit) for iPhone [closed]

    - by Kenneth Noland
    Hey This is going to take a long while to explain, but the short version is that I am currently attempting to compile the LLVM GCC frontend for ARMv7 to compile apps for the Cortex-A8(iPhone 3GS). I'm running into an error from LD when compiling libgcc(part of the gcc compilation process) that has been driving me mad! The command is this: /usr/llvm-gcc-4.2-2.8.source/build/./gcc/xgcc \ -B/usr/llvm-gcc-4.2_2.8.source/build/./gcc \ -B/usr/local/arm-apple-darwin/bin \ -B/usr/local/arm-apple-darwin/lib \ -isystem /usr/local/arm-apple-darwin/include \ -isystem /usr/local/arm-apple-darwin/sys-include \ -O2 -g -W -Wall -Wwrite-strings -wstrict-prototypes -Wmissing-prototypes -Wold-style-definition -fno-inline -dynamiclib -nodefaultlibs -W1,-dead_strip \ -marm \ -install_name /usr/local/arm-apple-darwin/lib/libgcc_s.1.dylib \ -single_module -o ./libgcc_s.1.dylib.tmp \ -W1,-exported_symbols_list,libgcc/./libgcc.map -compatibility_version 1 -current_version 1.0 -DIN_GCC -DCROSS_DIRECTORY_STRUCTURE -DHAVE_GTHR_DEFAULT -DIN_LIBGCC2 -D__GCC_FLOAT_NOT_NEEDED -Dinhibit_libc \ ... long list of .o files ... \ -lc And the result is typically a lot of undefined references to malloc, free, exit, etc. which typically indicate that libc is not getting compiled in. After going through the list of errors that ld is throwing, I see at the top that it is attempting to pull in /usr/lib/libc.a and complains that it is not the correct platform. Okay, that makes sense, so I spent 5 minutes on google and found an answer. Turns out that if I copy the libSystem.dylib and rename it to libc.dylib, that should solve the problem, but it doesn't. I couldn't find a copy of that file on my phone, so I pulled it directly from the SDK. I then get this strange error: ld64: in /usr/local/arm-apple-darwin/lib/libc.dylib, can't re-map file, errno=22 At this point, I did everything I could think of. I grabbed a fresh copy of my /usr/lib folder from my iphone and confirmed that libSystem.dylib(and libSystem.B.dylib) wasn't there. I unpacked the raw .ipsw package for iOS 4.2.1 and once again, I could not find a copy of libSystem.dylib there either. I unpacked the iPhoneSDK and MacOS SDK and I managed to find a copy of it in both, but that error just kept persisting. I copied libSystem.dylib, libSystem.B.dylib, tried all sorts of combinations of renaming to libc.dylib and still nothing but errors. I can't find a way to get it to recognize the file and link against it. I also tried linking against the libc.a located in the iphone SDK and that didn't work either. I checked what ./xgcc was firing off, and it was my freshly built copy of arm-apple-darwin-ld64 which should be fine. A little bit of background here. I built LLVM+Clang 2.8 with no errors, and I rebuilt the ODCCTools with some light modifications to get it to compile on Cygwin(I'll post my changes in a patch along with a tutorial if I can get this to work). I also grabbed the iphone-dev "includes" and "csu" project and those completed successfully, although there really is no point to them since I can't get it to link against crt0.a. I'm running out of ideas here. Can anyone help me out on this?

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  • resolv.conf doesn't get set on reboot when networking is configured for static ip

    - by kenneth koontz
    I'm experiencing, what appears to be a hostname resolution issue in ubuntu 12.04 server edition when configuring my computer to use a static ip. In /etc/network/interfaces: # The primary network interface auto eth0 iface eth0 inet static address 192.168.1.28 netmask 255.255.255.0 gateway 192.168.1.1 Running $ sudo apt-get upgrade, results in a 'Failed to fetch...': . . . W: Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/precise-backports/universe/i18n/Translation-en_US Something wicked happened resolving 'us.archive.ubuntu.com:http' (-5 - No address associated with hostname) W: Failed to fetch http://us.archive.ubuntu.com/ubuntu/dists/precise-backports/universe/i18n/Translation-en Something wicked happened resolving 'us.archive.ubuntu.com:http' (-5 - No address associated with hostname) E: Some index files failed to download. They have been ignored, or old ones used instead. When I change my /etc/network/interfaces to: auto eth0 iface eth0 inet dhcp Everything works fine. Looking into /etc/resolv.conf provides some more hints...In cases where I was getting the resolving issue, resolve.conf was empty. No nameservers were specified. When I changed to dhcp from static and restarted networking. /etc/resolv.conf gets written to: 'nameserver 192.168.1.1'. Switching back from dhcp to static and restarting doesn't remove the nameserve entry. When I restart the system with static set, resolv.conf is empty. When I restart the system with dhcp set, resolv.conf has nameserver 192.168.1.1. So it appears that the issue is that resolve.conf is not getting written to correctly? Which package/code is responsible for writing to resolv.conf? Is there a particular package that I can take a look at open issues? UPDATE: istream posted a good article discussing changes to resolve.conf in 12.04. http://www.stgraber.org/2012/02/24/dns-in-ubuntu-12-04/

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  • MPL 1.1 and APL 2.0 License compatibility

    - by Kenneth Cochran
    I am working a project that is licensed under the MPL 1.1 and would like to incorporate some code that is licensed under the APL 2.0. I know in 2010 Mozilla announced they were updating the MPL to make it more "Apache compatible" among other things. I'm no lawyer. Exactly what part(s) of the MPL 1.1 don't jive with the APL 2.0 and vice versa? The project has very few of its original contributers still actively involved so I doubt I'd be able to contact all of them to get permission to change the license.

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