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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • Oracle’s Java Community Outreach Plan

    - by Yolande Poirier
    As the steward of Java, Oracle recognizes the importance and value of the Java community, and the relevant role it plays in keeping Java the largest, most vibrant developer community in the world.   In order to increase Oracle’s touch with Java developers worldwide, we are shifting our focus from a flagship JavaOne event followed by several regional JavaOne conferences, to a new outreach model which continues with the JavaOne flagship event, as well as a mix of online content, regional Java Tours, and regional 3rd party event participation.  1. JavaOne JavaOne continues to remain the premier hub for Java developers where you are given the opportunity to improve your Java technical skills, and interact with other members of the Java community. JavaOne is centered on open collaboration and sharing, and Oracle will continue to invest in JavaOne as a unique stand-alone event for the Java community. Oracle recognizes that many developers cannot attend JavaOne in person, therefore Oracle will share the wealth of the unique event material to those developers through a new and easy-to-access online Java program. While online JavaOne content cannot address the importance of actual face-to-face community/developer engagements and networking, online content does aide in extending the Java technical learning opportunity to a broader collection of developers. 2. Java Developer Day Tours Oracle will execute regional Java Developer Days with recognized Java User Groups (JUGs) with participation from Java Evangelist and Java Champions. This allows local, regional specific Java topics to be addressed both by Oracle and the Java community. In addition, Oracle will deliver more virtual technical content programs to reach developers where an existing JUG may not have a presence. 3. Sponsorship of Community-Driven Regional Events/Conferences Oracle also recognizes that improved community dialog and relations are achievable by continued Oracle sponsorship and onsite participation at both established/well-recognized 3rd party events and new emerging/growing 3rd party events. Oracle’s ultimate goal is to be an even better steward for Java by reaching more of the Java ecosystem with face-to-face and online community engagements. We look forward to planning tours and events with you, members of the Java community.

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  • OurSQL: The MySQL Database Community Podcast

    - by bertrand.matthelie(at)oracle.com
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } For those of you not aware of it, Sheeri K. Cabral and Sarah Novotny are doing a great job running the "OurSQL" Podcast. A great and convenient way to learn more about various MySQL topics. @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Episode 33 is about "Looking through the Lenz"...that is, Lenz Grimmer, MySQL Community Manager at Oracle and long time MySQLer.   Lenz talks about snapshot backups in general, MySQL backups with snapshots, and mylvmbackup, a script he wrote and maintains to easily take consistent MySQL snapshot backups. Check it out!   Keep up the good work, Sheeri and Sarah!

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  • MySQL 5.5 Available on Oracle Linux 6 and RHEL 6

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Calibri"; }@font-face { font-family: "Cambria"; }@font-face { font-family: "MS Minngs"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } Following the availability of MySQL 5.5 on Oracle Linux 6 with the Unbreakable Enterprise Kernel, MySQL 5.5 is now also available on Red Hat Enterprise Linux 6 (RHEL 6) and Oracle Linux 6 with the Red Hat compatible kernel. MySQL users can download MySQL 5.5 Community Edition binaries for Oracle Linux and Red Hat Linux 6 here. MySQL customers can rely on Oracle Premier Support for MySQL when using the MySQL database on either Oracle Linux or Red Hat Enterprise Linux 6. In addition to offering direct Linux support to customers running RHEL6, Oracle Linux 6, or a combination of both, Oracle also provides Oracle Linux 6 binaries, update and erratas for free via http://public-yum.oracle.com.

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  • A Successful OTN MySQL Developer Day in Paris

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } On Wednesday this week Oracle held its first MySQL Developer Day in France. The room was packed with close to 100 people eager to learn more about MySQL. @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } We got great feedback from the attendees who could hear about the new MySQL Cluster 7.2 features, NoSQL Access to MySQL and MySQL Cluster, MySQL performance tuning in MySQL 5.5 and in MySQL 5.6…and more. Sessions included MySQL Essentials MySQL Replication and Scalability Developing MySQL Applications with Java and PHP MySQL Cluster Testing early releases of MySQL in a sandbox (by guest speaker and Oracle ACE Director for MySQL Giuseppe Maxia) MySQL Performance Tuning MySQL Enterprise Edition Management Tools Developing MySQL applications for ISVs & OEMs Thank you to all attendees for your active participation, and to all speakers for great and engaging presentations! More OTN MySQL Developer Days to come…stay tuned.

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  • Advice: The first-time interviewer's dilemna

    - by shan23
    I've been working in my first job for about 2 years now, and I've been "asked" to interview a potential teammate (whom I might have to mentor as well) on pretty short notice (2 days from now). Initially, I had been given a free rein(or so I thought, and hence agreed), but today, I've been told "not to pose bookish questions" - implying I can only ask basic programming puzzles and stuff similar to the 'fizbuzz' question. I strongly believe that not knowing basic algorithmic notations(the haziest ideas of space/time complexities) or the tiniest idea of regular expressions would make working with the guy very difficult for anyone. I know i'm asking for a lot here, but according to you, what would be a comprehensive way to test out the absolutely basic requirements of a CS guy(he has 2 yrs of exp) without sounding too pedantic/bookish etc ? It seems it would be legit to ask C questions/simple puzzles only....but I really do want to have something a bit different from "finding loops in linked lists" that has kind of become the opening statement of most techie interviews !! This is a face-to-face interview with about an hour or more of time - I looked at Steve's basic phone-screen questions, and I was wondering if there exists a guide on "basic face-to-face interview questions" that I can use(or compile from the community's answers here). EDIT: The position is mostly for a kernel level C programming job, with some smattering of C++ required for writing the test framework.

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  • Oracle’s Java Community Outreach Plan

    - by Tori Wieldt
    As the steward of Java, Oracle recognizes the importance and value of the Java community, and the relevant role it plays in keeping Java the largest, most vibrant developer community in the world.   In order to increase Oracle’s touch with Java developers worldwide, we are shifting our focus from a flagship JavaOne event followed by several regional JavaOne conferences, to a new outreach model which continues with the JavaOne flagship event, as well as a mix of online content, regional Java Tours, and regional 3rd party event participation.  1. JavaOne JavaOne continues to remain the premier hub for Java developers where you are given the opportunity to improve your Java technical skills, and interact with other members of the Java community. JavaOne is centered on open collaboration and sharing, and Oracle will continue to invest in JavaOne as a unique stand-alone event for the Java community. Oracle recognizes that many developers cannot attend JavaOne in person, therefore Oracle will share the wealth of the unique event material to those developers through a new and easy-to-access online Java program. While online JavaOne content cannot address the importance of actual face-to-face community/developer engagements and networking, online content does aide in extending the Java technical learning opportunity to a broader collection of developers. 2. Java Developer Day Tours Oracle will execute regional Java Developer Days with recognized Java User Groups (JUGs) with participation from Java Evangelist and Java Champions. This allows local, regional specific Java topics to be addressed both by Oracle and the Java community. In addition, Oracle will deliver more virtual technical content programs to reach developers where an existing JUG may not have a presence. 3. Sponsorship of Community-Driven Regional Events/Conferences Oracle also recognizes that improved community dialog and relations are achievable by continued Oracle sponsorship and onsite participation at both established/well-recognized 3rd party events and new emerging/growing 3rd party events. Oracle’s ultimate goal is to be an even better steward for Java by reaching more of the Java ecosystem with face-to-face and online community engagements. We look forward to planning tours and events with you, members of the Java community.

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  • Why wont this entire word doc file generate from my php script?

    - by CheeseConQueso
    Here's the php script I'm using on a linux environment: <?php include("../_inc/odbcw.php"); //connect string $cat = $_GET["cat"]; if($_GET["st"]){$crs_query = "select crs_no, title, credits, abstr, prereq, coreq, lab_fee from xxx where active = 'Y' and cat = '".$cat."' and spec_top = 'Y' and prog='UNDG' order by crs_no";} else {$crs_query = "select crs_no, title, credits, abstr, prereq, coreq, lab_fee from xxx where active = 'Y' and cat = '".$cat."' and prog='UNDG' order by crs_no";} $crs_result = @mysql_query($crs_query); header("Content-type: application/vnd.ms-word"); header("Content-Disposition: attachment;Filename=cat.doc"); echo "<html>"; echo "<meta http-equiv=\"Content-Type\" content=\"text/html; charset=Windows-1252\">"; echo "<body>"; echo '<table border=0 width = 700>'; if($_GET["st"]){echo '<tr><td><font face=arial size=2><center>CATALOGUE<br>COURSE DESCRIPTIONS - '.$cat.'<br>SPECIAL TOPICS</center></font></td></tr>';} else {echo '<tr><td><font face=arial size=2><center>CATALOGUE<br>COURSE DESCRIPTIONS - '.$cat.'</center></font></td></tr>';} echo '</table>'; echo '<hr width=700>'; while($row = mysql_fetch_array($crs_result)) { $crs_no = $row['crs_no']; $title = $row['title']; $credits = $row['credits']; $abstr = $row['abstr']; $prereq = $row['prereq']; $coreq = $row['coreq']; $lab_fee = $row['lab_fee']; $rowspan = 2; if($prereq) {$rowspan++;} if($coreq) {$rowspan++;} if($lab_fee=="Y") {$rowspan++;} echo "<table border=0 width = 700>"; echo "<tr>"; echo "<td rowspan=".$rowspan." valign=top width=100><font face=arial size=2>".$crs_no."</font></td>"; echo "<td valign=top><font face=arial size=2><u>".$title."</u></font></td> <td valign=top align=right><font face=arial size=2>".$credits."</font></td>"; echo "</tr>"; echo "<tr>"; echo "<td colspan=2 valign=top align=justify><font face=arial size=2>".$abstr."</font></td>"; echo "</tr>"; if($prereq) { echo "<tr>"; echo "<td colspan=2 valign=top><font face=arial size=2>Prerequisite: ".$prereq."</font></td>"; echo "</tr>"; } if($coreq) { echo "<tr>"; echo "<td colspan=2 valign=top><font face=arial size=2>Coerequisite: ".$coreq."</font></td>"; echo "</tr>"; } if($lab_fee=="Y") { echo "<tr>"; echo "<td colspan=2 valign=top><font face=arial size=2>Lab Fee Required</font></td>"; echo "</tr>"; } echo "</table>"; echo "<br>"; } echo "</body>"; echo "</html>"; ?> Everything works fine before the inclusion of: header("Content-type: application/vnd.ms-word"); header("Content-Disposition: attachment;Filename=cat.doc"); echo "<html>"; echo "<meta http-equiv=\"Content-Type\" content=\"text/html; charset=Windows-1252\">"; echo "<body>"; These lines successfully bring up the dialogue box to open or save cat.doc, but after I open it, the only lines printed are: CATALOGUE COURSE DESCRIPTIONS - and the <HR> beneath this echoed text. It seems to go on lunch break for the while loop echoing section. Any ideas?

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  • How can I get penetration depth from Minkowski Portal Refinement / Xenocollide?

    - by Raven Dreamer
    I recently got an implementation of Minkowski Portal Refinement (MPR) successfully detecting collision. Even better, my implementation returns a good estimate (local minimum) direction for the minimum penetration depth. So I took a stab at adjusting the algorithm to return the penetration depth in an arbitrary direction, and was modestly successful - my altered method works splendidly for face-edge collision resolution! What it doesn't currently do, is correctly provide the minimum penetration depth for edge-edge scenarios, such as the case on the right: What I perceive to be happening, is that my current method returns the minimum penetration depth to the nearest vertex - which works fine when the collision is actually occurring on the plane of that vertex, but not when the collision happens along an edge. Is there a way I can alter my method to return the penetration depth to the point of collision, rather than the nearest vertex? Here's the method that's supposed to return the minimum penetration distance along a specific direction: public static Vector3 CalcMinDistance(List<Vector3> shape1, List<Vector3> shape2, Vector3 dir) { //holding variables Vector3 n = Vector3.zero; Vector3 swap = Vector3.zero; // v0 = center of Minkowski sum v0 = Vector3.zero; // Avoid case where centers overlap -- any direction is fine in this case //if (v0 == Vector3.zero) return Vector3.zero; //always pass in a valid direction. // v1 = support in direction of origin n = -dir; //get the differnce of the minkowski sum Vector3 v11 = GetSupport(shape1, -n); Vector3 v12 = GetSupport(shape2, n); v1 = v12 - v11; //if the support point is not in the direction of the origin if (v1.Dot(n) <= 0) { //Debug.Log("Could find no points this direction"); return Vector3.zero; } // v2 - support perpendicular to v1,v0 n = v1.Cross(v0); if (n == Vector3.zero) { //v1 and v0 are parallel, which means //the direction leads directly to an endpoint n = v1 - v0; //shortest distance is just n //Debug.Log("2 point return"); return n; } //get the new support point Vector3 v21 = GetSupport(shape1, -n); Vector3 v22 = GetSupport(shape2, n); v2 = v22 - v21; if (v2.Dot(n) <= 0) { //can't reach the origin in this direction, ergo, no collision //Debug.Log("Could not reach edge?"); return Vector2.zero; } // Determine whether origin is on + or - side of plane (v1,v0,v2) //tests linesegments v0v1 and v0v2 n = (v1 - v0).Cross(v2 - v0); float dist = n.Dot(v0); // If the origin is on the - side of the plane, reverse the direction of the plane if (dist > 0) { //swap the winding order of v1 and v2 swap = v1; v1 = v2; v2 = swap; //swap the winding order of v11 and v12 swap = v12; v12 = v11; v11 = swap; //swap the winding order of v11 and v12 swap = v22; v22 = v21; v21 = swap; //and swap the plane normal n = -n; } /// // Phase One: Identify a portal while (true) { // Obtain the support point in a direction perpendicular to the existing plane // Note: This point is guaranteed to lie off the plane Vector3 v31 = GetSupport(shape1, -n); Vector3 v32 = GetSupport(shape2, n); v3 = v32 - v31; if (v3.Dot(n) <= 0) { //can't enclose the origin within our tetrahedron //Debug.Log("Could not reach edge after portal?"); return Vector3.zero; } // If origin is outside (v1,v0,v3), then eliminate v2 and loop if (v1.Cross(v3).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v2 = v3; v21 = v31; v22 = v32; n = (v1 - v0).Cross(v3 - v0); continue; } // If origin is outside (v3,v0,v2), then eliminate v1 and loop if (v3.Cross(v2).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v1 = v3; v11 = v31; v12 = v32; n = (v3 - v0).Cross(v2 - v0); continue; } bool hit = false; /// // Phase Two: Refine the portal int phase2 = 0; // We are now inside of a wedge... while (phase2 < 20) { phase2++; // Compute normal of the wedge face n = (v2 - v1).Cross(v3 - v1); n.Normalize(); // Compute distance from origin to wedge face float d = n.Dot(v1); // If the origin is inside the wedge, we have a hit if (d > 0 ) { //Debug.Log("Do plane test here"); float T = n.Dot(v2) / n.Dot(dir); Vector3 pointInPlane = (dir * T); return pointInPlane; } // Find the support point in the direction of the wedge face Vector3 v41 = GetSupport(shape1, -n); Vector3 v42 = GetSupport(shape2, n); v4 = v42 - v41; float delta = (v4 - v3).Dot(n); float separation = -(v4.Dot(n)); if (delta <= kCollideEpsilon || separation >= 0) { //Debug.Log("Non-convergance detected"); //Debug.Log("Do plane test here"); return Vector3.zero; } // Compute the tetrahedron dividing face (v4,v0,v1) float d1 = v4.Cross(v1).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v2) float d2 = v4.Cross(v2).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v3) float d3 = v4.Cross(v3).Dot(v0); if (d1 < 0) { if (d2 < 0) { // Inside d1 & inside d2 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } else { // Inside d1 & outside d2 ==> eliminate v3 v3 = v4; v31 = v41; v32 = v42; } } else { if (d3 < 0) { // Outside d1 & inside d3 ==> eliminate v2 v2 = v4; v21 = v41; v22 = v42; } else { // Outside d1 & outside d3 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } } } return Vector3.zero; } }

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  • Something other than Vertex Welding with Texture Atlas?

    - by Tim Winter
    What options (in C# with XNA) would there be for texture usage in a procedural generated 3D world made of cubes to increase performance? Yes, it's like Minecraft. I've been doing a texture atlas and rendering faces individually (4 vertices per face), but I've also read in a couple places about using texture wrapping with two 1D atlases to merge adjacent faces with the same texture. If two or more adjacent faces share the same image, it'd be quite easy to wrap in this way reducing vertices by a large amount. My problem with this is having too many textures, swapping too often, and many image related things like non-power of 2 images. Is there a middle ground option between the 1D texture atlas trick and rendering 4 vertices per cube face? This is a picture of what I have currently (in wireframe). 4 vertices per face seems extremely inefficient to me.

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  • What free icons fonts are available? [closed]

    - by Paulocoghi
    With the possibility to embed fonts in websites using @font-face CSS, some creative webdesigners developed their way to display icons using fonts, instead of images. But most of the available icon fonts (or "font-face" kits) are paid, such as: Pictos Fico Tipogram KDN Media IconMoon *free version, with less icons So, what free icons pack in font format do you know? Please limit one "font-face" kit per answer - and include why you enjoy/recommend it. Edit: This question can be converted into a community wiki, if the moderators want, because there is no best answer, and each response is welcome as a knowledge that can be enjoyed by many.

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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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  • Is it possible to construct a cube with fewer than 24 vertices

    - by Telanor
    I have a cube-based world like Minecraft and I'm wondering if there's a way to construct a cube with fewer than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new DX11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • Is it possible to construct a cube with less than 24 vertices

    - by Telanor
    I have a cube-based world like minecraft and I'm wondering if there's a way to construct a cube with less than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new dx11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • No proper kmeans clustering of images in matlab

    - by user3237134
    I am having 1200 face images in my training set.There are 2989 test face images. I am using eigen faces (PCA) for feature extraction. I am using kmeans clustering. Source code I tried: IDX = kmeans(z,5); clustercount=accumarray(IDX, ones(size(IDX))); disp(clustercount); Problem: Images are not clustered properly. Same faces should be clustered. But different faces are being clustered. Questions: Should I have to use still more face images for training? How accuracy of clustering can be achieved? What is the solution?

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  • Assigning a different texture based on picking(XNA)

    - by Thomas Carmichael
    I'm making a game using XNA. I have some simple objects like cube and sphere, and I would like to change the texture of one face of these objects based on picking. That is, when the cursor is over one face, it turns red. The only way I've seen to do this is to overload the content processor as here: http://xbox.create.msdn.com/en-US/education/catalog/sample/picking_triangle but it seems like it shouldn't be this complicated. I'm using .x models, and would like to be able to implement this for more complex models in the future beyond cubes/spheres/etc. Is this the best/only way to go about it? I'll figure that out if that's what is necessary, but it seems that there would be a simpler solution to load a different texture to a face than I've seen, I just don't know what it is.

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  • ASP.NET MVC CRUD PartialView Popup Issue

    - by Smiley Face
    I am creating an MVC website which makes use of Partial Views on Popups to handle all my CRUD transactions. Please note that my application can already handle these CRUD operations perfectly (LINQ-To-Entity). However, I have a problem with my popup forms. Below is the code from my _Add.cshtml: @model MyStore.Models.MyModels.ProductsModel @{ Layout = null; } @using (Ajax.BeginForm("_Add", "Products", new AjaxOptions { InsertionMode = InsertionMode.Replace, HttpMethod = "POST", OnSuccess = "addSuccess" }, new { @id = "addForm" })) { @Html.ValidationSummary(true) <div id="add-message" class="error invisible"></div> <fieldset> <legend>Products</legend> @Html.HiddenFor(m => Model.ProductCode) <div class="editor-label"> @Html.LabelFor(model => model.ProductName) </div> <div class="editor-field"> @Html.EditorFor(model => model.ProductName) @Html.ValidationMessageFor(model => model.ProductName) </div> <div class="editor-label"> @Html.LabelFor(model => model.Price) </div> <div class="editor-field"> @Html.TextBoxFor(model => model.Price) @Html.ValidationMessageFor(model => model.Price) </div> </fieldset> } Below is the code from my Controller: [HttpGet] public ActionResult _Add(string productCode) { ProductsModel model = newProductsModel(); model.ProductCode = ProductCode ; return PartialView(model); } [HttpPost] public JsonResult _Add(ProductsModel model) { if (ModelState.IsValid) { ProductsManager prod = new ProductsManager(); Products pa = new Products(); pa.ProductCode = model.ProductCode; pa.ProductName = model.ProductName; pa.Price = model.Price; prod.AddProduct(pa); return Json(HelperClass.SuccessResponse(pa), JsonRequestBehavior.AllowGet); } else { return Json(HelperClass.ErrorResponse("Please review your form"), JsonRequestBehavior.DenyGet); } } Please note that the _Add.cshtml is a partial view which is being rendered through a Popup.js which I found on the internet. It is rendered through this code: @Html.ActionLink("[Add Product]", "_Add", new { ProductCode = @ViewData["ProductCode"] }, new { @class = "editLink" }) This works okay. I mean it adds product to my database. But my problem is upon clicking the Proceed button, I get this pop-up download dialog from the page: Can somebody please help me with this? I have a hunch it's because of the HttpMethod i'm using (POST, PUT, GET, DELETE) but i'm not really sure which one is right to use or if it really is the problem in the first place. Any help would be greatly appreciated! PS. Sorry for the long post.

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  • how to make shadows for transparent objects using ray tracing in C++/openGL

    - by happy face
    I'm trying to make a code that cast shadow from trasnparent objects(such as glass) for rendering in 3D I do not have a shadow map and photon mapping yet, and I wanted to know if there is a way to make shadows for transparent materials using ray tracing only. Caustics sounds very hard without photon mapping... I have implemented a simple code in C++ that only makes the shadows black (no matter if the objects are transparent or opaque) Pseudo code would be great, thnx. for(size_t i = 0;i < num; ++i) { if(state_list[i].hit && state_list[i].distance < dist_from_light[i]) { return[i] = BLACK; }

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  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

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  • Rotate a feature programatically Open Layers

    - by Ozaki
    TLDR I want to rotate a Feature in my open layers. I want it to face a certain heading that I am receiving from server. I know that you can make a feature spin on a point or so on: window.setInterval(function() {rotateFeature( pointFeature, 360 / 20, origin)}, 100); as from the open layers example. But I want to be able to face it towards a heading I am given, so. Can I face a feature towards a heading? Can I face a feature(image) in the same way? If not is it possible to automatically calculate the rotation required and position it that way? Or any ideas on how I could do this with the image? (hoping not to have 360 images) Thanks in advance.

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  • Crop circular or elliptical image from original UIImage

    - by vikas ojha
    I am working on openCV for detecting the face .I want face to get cropped once its detected.Till now I got the face and have marked the rect/ellipse around it on iPhone. Please help me out in cropping the face in circular/elliptical pattern (UIImage *) opencvFaceDetect:(UIImage *)originalImage { cvSetErrMode(CV_ErrModeParent); IplImage *image = [self CreateIplImageFromUIImage:originalImage]; // Scaling down /* Creates IPL image (header and data) ----------------cvCreateImage CVAPI(IplImage*) cvCreateImage( CvSize size, int depth, int channels ); */ IplImage *small_image = cvCreateImage(cvSize(image->width/2,image->height/2), IPL_DEPTH_8U, 3); /*SMOOTHES DOWN THYE GUASSIAN SURFACE--------:cvPyrDown*/ cvPyrDown(image, small_image, CV_GAUSSIAN_5x5); int scale = 2; // Load XML NSString *path = [[NSBundle mainBundle] pathForResource:@"haarcascade_frontalface_default" ofType:@"xml"]; CvHaarClassifierCascade* cascade = (CvHaarClassifierCascade*)cvLoad([path cStringUsingEncoding:NSASCIIStringEncoding], NULL, NULL, NULL); // Check whether the cascade has loaded successfully. Else report and error and quit if( !cascade ) { NSLog(@"ERROR: Could not load classifier cascade\n"); //return; } //Allocate the Memory storage CvMemStorage* storage = cvCreateMemStorage(0); // Clear the memory storage which was used before cvClearMemStorage( storage ); CGColorSpaceRef colorSpace; CGContextRef contextRef; CGRect face_rect; // Find whether the cascade is loaded, to find the faces. If yes, then: if( cascade ) { CvSeq* faces = cvHaarDetectObjects(small_image, cascade, storage, 1.1f, 3, 0, cvSize(20, 20)); cvReleaseImage(&small_image); // Create canvas to show the results CGImageRef imageRef = originalImage.CGImage; colorSpace = CGColorSpaceCreateDeviceRGB(); contextRef = CGBitmapContextCreate(NULL, originalImage.size.width, originalImage.size.height, 8, originalImage.size.width * 4, colorSpace, kCGImageAlphaPremultipliedLast|kCGBitmapByteOrderDefault); //VIKAS CGContextDrawImage(contextRef, CGRectMake(0, 0, originalImage.size.width, originalImage.size.height), imageRef); CGContextSetLineWidth(contextRef, 4); CGContextSetRGBStrokeColor(contextRef, 1.0, 1.0, 1.0, 0.5); // Draw results on the iamge:Draw all components of face in the form of small rectangles // Loop the number of faces found. for(int i = 0; i < faces->total; i++) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; // Calc the rect of faces // Create a new rectangle for drawing the face CvRect cvrect = *(CvRect*)cvGetSeqElem(faces, i); // CGRect face_rect = CGContextConvertRectToDeviceSpace(contextRef, // CGRectMake(cvrect.x * scale, cvrect.y * scale, cvrect.width * scale, cvrect.height * scale)); face_rect = CGContextConvertRectToDeviceSpace(contextRef, CGRectMake(cvrect.x*scale, cvrect.y , cvrect.width*scale , cvrect.height*scale*1.25 )); facedetectapp=(FaceDetectAppDelegate *)[[UIApplication sharedApplication]delegate]; facedetectapp.grabcropcoordrect=face_rect; NSLog(@" FACE off %f %f %f %f",facedetectapp.grabcropcoordrect.origin.x,facedetectapp.grabcropcoordrect.origin.y,facedetectapp.grabcropcoordrect.size.width,facedetectapp.grabcropcoordrect.size.height); CGContextStrokeRect(contextRef, face_rect); //CGContextFillEllipseInRect(contextRef,face_rect); CGContextStrokeEllipseInRect(contextRef,face_rect); [pool release]; } } CGImageRef imageRef = CGImageCreateWithImageInRect([originalImage CGImage],face_rect); UIImage *returnImage = [UIImage imageWithCGImage:imageRef]; CGImageRelease(imageRef); CGContextRelease(contextRef); CGColorSpaceRelease(colorSpace); cvReleaseMemStorage(&storage); cvReleaseHaarClassifierCascade(&cascade); return returnImage; } } Thanks Vikas

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  • How to call a set of variables functions based on class on a group of elements

    - by user1547007
    I have the following html code: <i class="small ele class1"></i> <i class="medium ele class1"></i> <i class="large ele class1"></i> <div class="clear"></div> <i class="small ele class2"></i> <i class="medium ele class2"></i> <i class="large ele class2"></i> <div class="clear"></div> <i class="small ele class3"></i> <i class="medium ele class3"></i> <i class="large ele class3"></i> <div class="clear"></div> <i class="small ele class4"></i> <i class="medium ele class4"></i> <i class="large ele class4"></i>? And my javascript looks like so: var resize = function(face, s) { var bb = face.getBBox(); console.log(bb); var w = bb.width; var h = bb.height; var max = w; if (h > max) { max = h; } var scale = s / max; var ox = -bb.x+((max-w)/2); var oy = -bb.y+((max-h)/2); console.log(s+' '+h+' '+bb.y); face.attr({ "transform": "s" + scale + "," + scale + ",0,0" + "t" + ox + "," + oy }); } $('.ele').each(function() { var s = $(this).innerWidth(); var paper = Raphael($(this)[0], s, s); var face = $(this).hasClass("class1") ? class1Generator(paper) : class4Generator(paper); /*switch (true) { case $(this).hasClass('class1'): class1Generator(paper); break; case $(this).hasClass('class2'): class2Generator(paper) break; case $(this).hasClass('class3'): class3Generator(paper) break; case $(this).hasClass('class4'): class4Generator(paper) break; }*/ resize(face, s); }); my question is, how could I make this line of code more scalable? I tried using a switch but The script below is calling two functions if one of the elements has a class, but what If i have 10 classes? I don't think is the best solution I created a jsFiddle http://jsfiddle.net/7uUgz/6/ //var face = $(this).hasClass("awesome") ? awesomeGenerator(paper) : awfulGenerator(paper);

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  • C++ FBX Animation Importer Using the FBX SDK

    - by Mike Sawayda
    Does anyone have any experience using the FBX SDK to load in animations. I got the meshes loaded in correctly with all of their verts, indices, UV's, and normals. I am just now trying to get the Animations working correctly. I have looked at the FBX SDK documentation with little help. If someone could just help me get started or point me in the right direction I would greatly appreciate it. I added some code so you can kinda get an idea of what I am doing. I should be able to place that code anywhere in the load FBX function and have it work. //GETTING ANIMAION DATA for(int i = 0; i < scene->GetSrcObjectCount<FbxAnimStack>(); ++i) { FbxAnimStack* lAnimStack = scene->GetSrcObject<FbxAnimStack>(i); FbxString stackName = "Animation Stack Name: "; stackName += lAnimStack->GetName(); string sStackName = stackName; int numLayers = lAnimStack->GetMemberCount<FbxAnimLayer>(); for(int j = 0; j < numLayers; ++j) { FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(j); FbxString layerName = "Animation Stack Name: "; layerName += lAnimLayer->GetName(); string sLayerName = layerName; queue<FbxNode*> nodes; FbxNode* tempNode = scene->GetRootNode(); while(tempNode != NULL) { FbxAnimCurve* lAnimCurve = tempNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X); if(lAnimCurve != NULL) { //I know something needs to be done here but I dont know what. } for(int i = 0; i < tempNode->GetChildCount(false); ++i) { nodes.push(tempNode->GetChild(i)); } if(nodes.size() > 0) { tempNode = nodes.front(); nodes.pop(); } else { tempNode = NULL; } } } } Here is the full function bool FBXLoader::LoadFBX(ParentMeshObject* _parentMesh, char* _filePath, bool _hasTexture) { FbxManager* fbxManager = FbxManager::Create(); if(!fbxManager) { printf( "ERROR %s : %d failed creating FBX Manager!\n", __FILE__, __LINE__ ); } FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); fbxManager->SetIOSettings(ioSettings); FbxString filePath = FbxGetApplicationDirectory(); fbxManager->LoadPluginsDirectory(filePath.Buffer()); FbxScene* scene = FbxScene::Create(fbxManager, ""); int fileMinor, fileRevision; int sdkMajor, sdkMinor, sdkRevision; int fileFormat; FbxManager::GetFileFormatVersion(sdkMajor, sdkMinor, sdkRevision); FbxImporter* importer = FbxImporter::Create(fbxManager, ""); if(!fbxManager->GetIOPluginRegistry()->DetectReaderFileFormat(_filePath, fileFormat)) { //Unrecognizable file format. Try to fall back on FbxImorter::eFBX_BINARY fileFormat = fbxManager->GetIOPluginRegistry()->FindReaderIDByDescription("FBX binary (*.fbx)"); } bool importStatus = importer->Initialize(_filePath, fileFormat, fbxManager->GetIOSettings()); importer->GetFileVersion(fileMinor, fileMinor, fileRevision); if(!importStatus) { printf( "ERROR %s : %d FbxImporter Initialize failed!\n", __FILE__, __LINE__ ); return false; } importStatus = importer->Import(scene); if(!importStatus) { printf( "ERROR %s : %d FbxImporter failed to import the file to the scene!\n", __FILE__, __LINE__ ); return false; } FbxAxisSystem sceneAxisSystem = scene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem axisSystem( FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded ); if(sceneAxisSystem != axisSystem) { axisSystem.ConvertScene(scene); } TriangulateRecursive(scene->GetRootNode()); FbxArray<FbxMesh*> meshes; FillMeshArray(scene, meshes); unsigned short vertexCount = 0; unsigned short triangleCount = 0; unsigned short faceCount = 0; unsigned short materialCount = 0; int numberOfVertices = 0; for(int i = 0; i < meshes.GetCount(); ++i) { numberOfVertices += meshes[i]->GetPolygonVertexCount(); } Face face; vector<Face> faces; int indicesCount = 0; int ptrMove = 0; float wValue = 0.0f; if(!_hasTexture) { wValue = 1.0f; } for(int i = 0; i < meshes.GetCount(); ++i) { int vertexCount = 0; vertexCount = meshes[i]->GetControlPointsCount(); if(vertexCount == 0) continue; VertexType* vertices; vertices = new VertexType[vertexCount]; int triangleCount = meshes[i]->GetPolygonVertexCount() / 3; indicesCount = meshes[i]->GetPolygonVertexCount(); FbxVector4* fbxVerts = new FbxVector4[vertexCount]; int arrayIndex = 0; memcpy(fbxVerts, meshes[i]->GetControlPoints(), vertexCount * sizeof(FbxVector4)); for(int j = 0; j < triangleCount; ++j) { int index = 0; FbxVector4 fbxNorm(0, 0, 0, 0); FbxVector2 fbxUV(0, 0); bool texCoordFound = false; face.indices[0] = index = meshes[i]->GetPolygonVertex(j, 0); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 0, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 0, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[1] = index = meshes[i]->GetPolygonVertex(j, 1); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 1, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 1, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[2] = index = meshes[i]->GetPolygonVertex(j, 2); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 2, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 2, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; faces.push_back(face); } meshes[i]->Destroy(); meshes[i] = NULL; int indexCount = faces.size() * 3; unsigned long* indices = new unsigned long[faces.size() * 3]; int indicie = 0; for(unsigned int i = 0; i < faces.size(); ++i) { indices[indicie++] = faces[i].indices[0]; indices[indicie++] = faces[i].indices[1]; indices[indicie++] = faces[i].indices[2]; } faces.clear(); _parentMesh->AddChild(vertices, indices, vertexCount, indexCount); } return true; }

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  • How do you find local fellow programmers?

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