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  • When can you call yourself good at language X?

    - by SoulBeaver
    This goes back to a conversation I've had with my girlfriend. I tried to tell her that I simply don't feel adequate enough in my programming language (C++) to call myself good. She then asked me, "Well, when do you consider yourself good enough?" That's an interesting question. I didn't know what to tell her. So I'm asking you. For any programming language, framework or the like, when do you reach a point were you sit back, look at what you've done and say, "Hey, I'm actually pretty good at this."? How do you define "good" so that you can tell others, honestly, "Yeah, I'm good at X". Additionally, do you reach these conclusions by comparing what others can do? Additional Info I have read the canonical paper on how it takes ten-thousand hours before you are an expert on the field. (Props to anybody that knows what this paper is called again) I have also read various articles from Coding Horror about interviewing people. Some people, it was said, "Cannot function outside of a framework." So they may be "good" for that framework, but not otherwise in the language. Is this true?

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  • T-SQL select where and group by date

    - by bconlon
    T-SQL has never been my favorite language, but I need to use it on a fairly regular basis and every time I seem to Google the same things. So if I add it here, it might help others with the same issues, but it will also save me time later as I will know where to look for the answers!! 1. How do I SELECT FROM WHERE to filter on a DateTime column? As it happens this is easy but I always forget. You just put the DATE value in single quotes and in standard format: SELECT StartDate FROM Customer WHERE StartDate >= '2011-01-01' ORDER BY StartDate 2. How do I then GROUP BY and get a count by StartDate? Bit trickier, but you can use the built in DATEADD and DATEDIFF to set the TIME part to midnight, allowing the GROUP BY to have a consistent value to work on: SELECT DATEADD (d, DATEDIFF(d, 0, StartDate),0) [Customer Creation Date], COUNT(*) [Number Of New Customers] FROM Customer WHERE StartDate >= '2011-01-01' GROUP BY DATEADD(d, DATEDIFF(d, 0, StartDate),0) ORDER BY [Customer Creation Date] Note: [Customer Creation Date] and [Number Of New Customers] column alias just provide more readable column headers. 3. Finally, how can you format the DATETIME to only show the DATE part (after all the TIME part is now always midnight)? The built in CONVERT function allows you to convert the DATETIME to a CHAR array using a specific format. The format is a bit arbitrary and needs looking up, but 101 is the U.S. standard mm/dd/yyyy, and 103 is the U.K. standard dd/mm/yyyy. SELECT CONVERT(CHAR(10), DATEADD(d, DATEDIFF(d, 0, StartDate),0), 103) [Customer Creation Date], COUNT(*) [Number Of New Customers] FROM Customer WHERE StartDate >= '2011-01-01' GROUP BY DATEADD(d, DATEDIFF(d, 0, StartDate),0) ORDER BY [Customer Creation Date]  #

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  • Why does my player stop when stepping onto a new tile?

    - by user220631
    Me and my friend are creating a game from scratch. He is in charge of art design and I am in charge of coding. I have done well so far with the code, but I have a collision detection problem when the character moves right: Once the player moves right, whenever a new block is encountered, the player stops. I don't know if this is a problem with collision or the player but I can't work around it. Here is the collision code: this.IsColliding = function(obj) { if(this.X > obj.X + obj.Width) return false; else if(this.X + this.Width < obj.X) return false; else if(this.Y > obj.Y + obj.Height) return false; else if(this.Y + this.Height < obj.Y) return false; else return true; } I also wanted to see if there as a way to make the player collide with the bottom of the block and the right side of the block instead of running through it.

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  • What do you wish language designers paid attention to?

    - by Berin Loritsch
    The purpose of this question is not to assemble a laundry list of programming language features that you can't live without, or wish was in your main language of choice. The purpose of this question is to bring to light corners of languge design most language designers might not think about. So, instead of thinking about language feature X, think a little more philisophically. One of my biases, and perhaps it might be controversial, is that the softer side of engineering--the whys and what fors--are many times more important than the more concrete side. For example, Ruby was designed with a stated goal of improving developer happiness. While your opinions may be mixed on whether it delivered or not, the fact that was a goal means that some of the choices in language design were influenced by that philosophy. Please do not post: Syntax flame wars (I could care less whether you use whitespace [Python], keywords [Ruby], or curly braces [Java, C/C++, et. al.] to denote program blocks). That's just an implementation detail. "Any language that doesn't have feature X doesn't deserve to exist" type comments. There is at least one reason for all programming languages to exist--good or bad. Please do post: Philisophical ideas that language designers seem to miss. Technical concepts that seem to be poorly implemented more often than not. Please do provide an example of the pain it causes and if you have any ideas of how you would prefer it to function. Things you wish were in the platform's common library but seldom are. One the same token, things that usually are in a common library that you wish were not. Conceptual features such as built in test/assertion/contract/error handling support that you wish all programming languages would implement properly--and define properly. My hope is that this will be a fun and stimulating topic.

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  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

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  • How to tell your boss that he's a bad programmer? [closed]

    - by Doe
    Possible Duplicate: How to tell your boss that his programming style is really bad? There was a question about the boss having a bad programming style (weird booleans, empty loops, etc.) Having a bad/weird style does not imply being a bad programmer, but my situation is different. My boss outputs some really nasty code for the project, on which we are working together (just two of us). Examples: functions that span over several screens (big screens - 1900 x 1200) Deeply nested Conditional and Loop statements (up to 10 levels!!) Too much static variables, singletons, and both (singleton class with all the methods and members also static) Sometimes the code committed to the version control system does not even compile! Copy-Paste code instead of separating it into an independent function. Fail all the deadlines. "This's [C#|Java|Python] it shouldn't be efficient, that's why we loop all over the haystack to find the needle." "This's C/C++, it's fast enough to loop all over the haystack to find the needle." There is much more to mention... But the worst is that I have to redo much of the stuff he does, my code, which I try to keep clean is often polluted with above-mentioned atrocities. He's reaching 30 soon, so all his skills are established, and I don't even know if it's possible to change something. I like the project, but sometimes I just want to quit...

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  • Calculate travel time on road map with semaphores

    - by Ivansek
    I have a road map with intersections. At intersections there are semaphores. For each semaphore I generate a red light time and green light time which are represented with syntax [R:T1, G:T2], for example: 119 185 250 A ------- B: [R:6, G:4] ------ C: [R:5, G:5] ------ D I want to calculate a car travel time from A - D. Now I do this with this pseudo code: function get_travel_time(semaphores_configuration) { time = 0; for( i=1; i<path.length;i++) { prev_node = path[i-1]; next_node = path[i]); cost = cost_between(prev_node, next_node) time += (cost/movement_speed) // movement_speed = 50px per second light_times = get_light_times(path[i], semaphore_configurations) lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light; // Lights cycle time light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } } return time; } So for distance 119 between A and B travel time is, 119/50 = 2.38s ( exactly mesaured time is between 2.5s and 2.6s), then we add time if we came at a red light when at B. If we came at a red light is calculated with lines: lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } This pseudo code doesn't calculate exactly the same times as they are mesaured, but the calculations are very close to them. Any idea how I would calculate this?

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • Abstract Factory Method and Polymorphism

    - by Scotty C.
    Being a PHP programmer for the last couple of years, I'm just starting to get into advanced programming styles and using polymorphic patterns. I was watching a video on polymorphism the other day, and the guy giving the lecture said that if at all possible, you should get rid of if statements in your code, and that a switch is almost always a sign that polymorphism is needed. At this point I was quite inspired and immediately went off to try out these new concepts, so I decided to make a small caching module using a factory method. Of course the very first thing I have to do is create a switch to decide what file encoding to choose. DANG! class Main { public static function methodA($parameter='') { switch ($parameter) { case 'a': $object = new \name\space\object1(); break; case 'b': $object = new \name\space\object2(); break; case 'c': $object = new \name\space\object3(); break; default: $object = new \name\space\object1(); } return (sekretInterface $object); } } At this point I'm not really sure what to do. As far as I can tell, I either have to use a different pattern and have separate methods for each object instance, or accept that a switch is necessary to "switch" between them. What do you guys think?

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  • Best practice for combining a Java Applet/ Android interface?

    - by Pearsonartphoto
    I'm working on an online game, which I am seriously considering writing a Java Applet for it. The game is not overly complex on the features. I'm considering at some point having at least 3 versions of the game, which include a Java stand alone, applet, and Android game. I know from Design Patterns that the best way to use differing things like buttons and the like is to use a Bridge interface, where I have a common template for the common buttons. However, I'm having a bit of difficulty understanding what to do about the following. I know that Android programs use an Activity structure, which I am well familiar with, and that Applets extend the Applet interface, which I am not as familiar with. I also know that a stand alone java program uses basically a main() function, which doesn't have much structure. I'm convinced that there should be a way to design a common design pattern between the two, but somehow I'm missing what that is exactly. What can I do to make the different frameworks work with as much common code as possible?

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  • Threading models when talking to hardware devices

    - by Fuzz
    When writing an interface to hardware over a communication bus, communications timing can sometimes be critical to the operation of a device. As such, it is common for developers to spin up new threads to handle communications. It can also be a terrible idea to have a whole bunch of threads in your system, an in the case that you have multiple hardware devices you may have many many threads that are out of control of the main application. Certainly it can be common to have two threads per device, one for reading and one for writing. I am trying to determine the pros and cons of the two different models I can think of, and would love the help of the Programmers community. Each device instance gets handles it's own threads (or shares a thread for a communication device). A thread may exist for writing, and one for reading. Requested writes to a device from the API are buffered and worked on by the writer thread. The read thread exists in the case of blocking communications, and uses call backs to pass read data to the application. Timing of communications can be handled by the communications thread. Devices aren't given their own threads. Instead read and write requests are queued/buffered. The application then calls a "DoWork" function on the interface and allows all read and writes to take place and fire their callbacks. Timing is handled by the application, and the driver can request to be called at a given specific frequency. Pros for Item 1 include finer grain control of timing at the communication level at the expense of having control of whats going on at the higher level application level (which for a real time system, can be terrible). Pros for Item 2 include better control over the timing of the entire system for the application, at the expense of allowing each driver to handle it's own business. If anyone has experience with these scenarios, I'd love to hear some ideas on the approaches used.

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  • Avoid overwriting all the methods in the child class

    - by Heckel
    The context I am making a game in C++ using SFML. I have a class that controls what is displayed on the screen (manager on the image below). It has a list of all the things to draw like images, text, etc. To be able to store them in one list I created a Drawable class from which all the other drawable class inherit. The image below represents how I would organize each class. Drawable has a virtual method Draw that will be called by the manager. Image and Text overwrite this method. My problem is that I would like Image::draw method to work for Circle, Polygon, etc. since sf::CircleShape and sf::ConvexShape inherit from sf::Shape. I thought of two ways to do that. My first idea would be for Image to have a pointer on sf::Shape, and the subclasses would make it point onto their sf::CircleShape or sf::ConvexShape classes (Like on the image below). In the Polygon constructor I would write something like ptr_shape = &polygon_shape; This doesn't look very elegant because I have two variables that are, in fact, just one. My second idea is to store the sf::CircleShape and sf::ConvexShape inside the ptr_shape like ptr_shape = new sf::ConvexShape(...); and to use a function that is only in ConvexShape I would cast it like so ((sf::ConvexShape*)ptr_shape)->convex_method(); But that doesn't look very elegant either. I am not even sure I am allowed to do that. My question I added details about the whole thing because I thought that maybe my whole architecture was wrong. I would like to know how I could design my program to be safe without overwriting all the Image methods. I apologize if this question has already been asked; I have no idea what to google.

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  • Javascript Isometric draw optimization

    - by hustlerinc
    I'm having trouble with isometric tiles drawing. At the moment I got an array with the tiles i want to draw. And it all works fine until i increase the size of the array. Since I draw ALL tiles on the map it really affects the game performance (obviously) :D. My problem is I'm no genius when it comes to javascript and I haven't managed to just draw what is in viewport. Should be fairly simple for an expert though because its fixed sizes etc. Canvas is 960x480 pixels, each tile 64x32. This gives 16 tiles on first row, 15 on the next etc. for a total of 16 rows. Tile 0,0 is in the top-right corner. And draws X up to down and Y right to left. Going through the tiles on the first row from left to right as +X -Y. Here is the relevant part of my drawMap() function drawMap(){ var tileW = 64; // Tile Width var tileH = 32; // Tile Height var mapX = 960-32; var mapY = -16; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile = map[i][j]; var drawObj = objectMap[i][j]; var xpos = (i-j)*tileH + mapX; var ypos = (i+j)*tileH/2 + mapY; // Place the tiles isometric. ctx.drawImage(tileImg[drawTile],xpos,ypos); if(drawObj){ ctx.drawImage(objectImg[drawObj-1],xpos,ypos-(objectImg[drawObj- 1])); } } } } Could anyone please help me how to translate this to just draw the relevant tiles? It would be deeply appreciated.

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  • c# vocabulary

    - by foxjazz
    I have probably seen and used the word Encapsulation 4 times in my 20 years of programming.I now know what it is again, after an interview for a c# job. Even though I have used the public, private, and protected key words in classes for as long as c# was invented. I can sill remember coming across the string.IndexOf function and thinking, why didn't they call it IndexAt.Now with all the new items like Lambda and Rx, Linq, map and pmap etc, etc. I think the more choices there is to do 1 or 2 things 10 or 15 differing ways, the more programmers think to stay with what works and try and leverage the new stuff only when it really becomes beneficial.For many, the new stuff is harder to read, because programmers aren't use to seeing declarative notation.I mean I have probably used yield break, twice in my project where it may have been possible to use it many more times. Or the using statement ( not the declaration of namespace references) but inline using. I never really saw a big advantage to this, other than confusion. It is another form of local encapsulation (oh there 5 times used in my programming career) but who's counting?  THE COMPUTERS ARE COUNTING!In business logic most programming is about displaying lists, selecting items in a list, and sending those choices to some other system or database to keep track of those selections. What makes this difficult is how these items relate to one, each other, and two externally listed items.Well I probably need to go back to school and learn c# certification so I can say I am an expert in c#. Apparently using all aspects of c# (even unsafe code) in my programming life, doesn't make me certified, just certifiable.This is a good time to sign off:Fox-jazzy

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  • BI Publisher : Formatting Issues

    - by Manoj Madhusoodanan
    While creating BI Publisher reports the formatting issues are quite common.Here I am discussing some common issues related to BIP report development. 1) First issue is related to column formatting.When you want to display some data which has leading zeros or trailing zeros after '.' in EXCEL output you will not get the desired output.But in PDF it will come as what you are expecting.This is not with the issue of your data. This is due to the unique nature of EXCEL cell format.When you are trying to put a text data in a cell with out making any change to cell format it will treat as number and it will truncate all leading zeros and all trailing zeros after '.' . So what you have to do is to convert that data into a format which EXCEL can treat as text. Eg: If you want to display 0020100 convert this data into ="0020100". Same way for 23789.02300 to ="23789.02300".   Note: This is applicable to EXCEL output only.If you have multiple output type apply it only for EXCEL. 2) Second is related to report size issue in PDF output type.If the number of columns are more and if you want to show most of the columns in one row andif it is a PDF output you can choose the paper size as Legal (8.5 x 14''). You will get more spaces in the template to accommodate more columns. 3) If your XML data contains special characters like &,<,> etc ..  pass the data to DBMS_XMLGEN.CONVERT function.It will replace special characters with corresponding XML notations. Eg: (a>b) & (c!=d) to  (a&gt;b) &amp; (c!=d)

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • Issues implementing arcball viewer

    - by Pris
    My scene has a simple cube, and a camera built with the lookAt function (I'm using OpenGL). The scene renders fine, and I'm sure I have my model/view/projection matrices set up correctly. Now I'm trying to implement arcball rotation for my camera, but I'm having some trouble. I've got it down to calculating the angle/axis rotation for a virtual sphere in normalized screen coordinates. That means when I move my mouse left to right, I get an angle around the Y axis... and moving my mouse up/down will get me an angle about X. I'm not sure where to go from here -- what do I need to do with my axis so I can apply the angle to simulate camera rotation about its viewpoint? If I try directly applying the axis/angle rotation the camera/view transform I get what you'd expect. The view is rotated about the world axes which the mouse moving over the virtual sphere on the screen corresponds to. So if I move the mouse up/down the view rotates about the world's X axis (what I get reminds me of a first-person view)... but this isn't what I want. I think I need the axis I get to be transformed so it passes through the camera viewpoint and is oriented correct in reference to the camera... but I don't know if that's right or how to do that.

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  • OpenGL + Allegro. Moving from software drawing X Y to openGL is confusing

    - by Aaron
    Having a fair bit of trouble. I'm used to Allegro and drawing sprites on a bitmap buffer at X Y coords. Now I've started a test project with OpenGL and its weird. Basically, as far as I know, theirs many ways to draw stuff in OpenGL. At the moment, I think I'm creating a Quad? Whatever that is, and I think Ive given it a texture of a bitmap and them im drawing that: GLuint gl_image; bitmap = load_bitmap("cat.bmp", NULL); gl_image = allegro_gl_make_texture_ex(AGL_TEXTURE_MASKED, bitmap, GL_RGBA); glBindTexture(GL_TEXTURE_2D, gl_image); glBegin(GL_QUADS); glColor4ub(255, 255, 255, 255); glTexCoord2f(0, 0); glVertex3f(-0.5, 0.5, 0); glTexCoord2f(1, 0); glVertex3f(0.5, 0.5, 0); glTexCoord2f(1, 1); glVertex3f(0.5, -0.5, 0); glTexCoord2f(0, 1); glVertex3f(-0.5, -0.5, 0); glEnd(); So yeah. So I got a few questions: Is this the best way of drawing a sprite? Is it suitable? The big question: Can anyone help / Does anyone know any tutorials on this weird coordinate thing? If it even is that. It's vastly different from XY, but I want to learn it. I was thinking maybe I could learn how this weird positioning stuff works, and then write a function to try and translate it to X and Y coords. Thats about it. I'm still trying to figure it all out on my own but any contributions you guys can make would be greatly appreciated =D Thanks!

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  • Is ZeroMQ a good choice to make a Python app and a C# managed assembly work together?

    - by Alex Bausk
    I have a task that involves talking to a .NET-based API (namely AutoCAD) to retrieve data, send commands, and react to events. I want to separate the API operations and the proper program logic (largely already implemented in Python) by using natural tools for both: a C# DLL for the former and a Python app for the latter. To connect these two pieces, I began exchanging JSON in ZeroMQ messages. I'm at early development stages but having recently discovered that ZeroMQ does not guarantee message delivery/order, I have reservations about whether this is a feasible way to go. Right now my app is a very basic REQ/REP pair and I plan to handle reacting to events and executing different commands by adding some sort of 'recipient-function' field to my message format. The reason that I want to use ZMQ is that I might be able to scale the software into a larger, multi-user, distributed solution sometime. I am a lay programmer so I would ask for your advice about this architecture. Should I just go ahead with it and plan to deal with message reliability/ordering when problems appear? Should I consider developing some kind of a REST wrapper around ZMQ?

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  • How do I parse a header with two different version [ID3] avoiding code duplication?

    - by user66141
    I really hope you can give me some interesting viewpoints for my situation, because I am not satisfied with my current approach. I am writing an MP3 parser, starting with an ID3v2 parser. Right now I`m working on the extended header parsing, my issue is that the optional header is defined differently in version 2.3 and 2.4 of the tag. The 2.3 version optional header is defined as follows: struct ID3_3_EXTENDED_HEADER{ DWORD dwExtHeaderSize; //Extended header size (either 6 or 8 bytes , excluded) WORD wExtFlags; //Extended header flags DWORD dwSizeOfPadding; //Size of padding (size of the tag excluding the frames and headers) }; While the 2.4 version is defined : struct ID3_4_EXTENDED_HEADER{ DWORD dwExtHeaderSize; //Extended header size (synchsafe int) BYTE bNumberOfFlagBytes; //Number of flag bytes BYTE bFlags; //Flags }; How could I parse the header while minimizing code duplication? Using two different functions to parse each version sounds less great, using a single function with a different flow for each occasion is similar, any good practices for this kind of issues ? Any tips for avoiding code duplication? Any help would be appreciated.

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  • Thoughts on type aliases/synonyms?

    - by Rei Miyasaka
    I'm going to try my best to frame this question in a way that doesn't result in a language war or list, because I think there could be a good, technical answer to this question. Different languages support type aliases to varying degrees. C# allows type aliases to be declared at the beginning of each code file, and they're valid only throughout that file. Languages like ML/Haskell use type aliases probably as much as they use type definitions. C/C++ are sort of a Wild West, with typedef and #define often being used seemingly interchangeably to alias types. The upsides of type aliasing don't invoke too much dispute: It makes it convenient to define composite types that are described naturally by the language, e.g. type Coordinate = float * float or type String = [Char]. Long names can be shortened: using DSBA = System.Diagnostics.DebuggerStepBoundaryAttribute. In languages like ML or Haskell, where function parameters often don't have names, type aliases provide a semblance of self-documentation. The downside is a bit more iffy: aliases can proliferate, making it difficult to read and understand code or to learn a platform. The Win32 API is a good example, with its DWORD = int and its HINSTANCE = HANDLE = void* and its LPHANDLE = HANDLE FAR* and such. In all of these cases it hardly makes any sense to distinguish between a HANDLE and a void pointer or a DWORD and an integer etc.. Setting aside the philosophical debate of whether a king should give complete freedom to their subjects and let them be responsible for themselves or whether they should have all of their questionable actions intervened, could there be a happy medium that would allow the benefits of type aliasing while mitigating the risk of its abuse? As an example, the issue of long names can be solved by good autocomplete features. Visual Studio 2010 for instance will alllow you to type DSBA in order to refer Intellisense to System.Diagnostics.DebuggerStepBoundaryAttribute. Could there be other features that would provide the other benefits of type aliasing more safely?

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  • Flow Fields in Dynamics NAV

    - by T
    I don’t know the exact business reason but someone asked how to identify all sales shipping orders with any negative quantities on them.  They needed to print these separately from the shipments that only have all positive quantities. Here is one way to solve this problem In NAV, open Sales Shipment Header Add a field of type Boolean (The field type should match the value you expect to return from the flow field method.  In this case we will use an exist so we expect a bool but we could have used a Sum, Average, Min, Max, Count, or a Lookup to return a value). Define it as a flow field and click on the ellipse next to CalcFormula Now [Has Negative Qty] is false if no negatives exist And [Has Negative Qty] and true if a negative exist So it is ready to be used as a filter on the report. Don’t forget that if you are using it in code, you may need to CalcFields. Hope that helps.  If you really can’t afford the field in your header, you can use code to check the lines for a negative value each time and use a skip or break function to skip that header record but it seems expensive to check them all if you only want a few to print. Please let me know if you think of a better solution.

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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • Writing Java in Java

    - by Skeith
    I have been using Java for several months at work now and am becoming mildly competent in it. The problem I think I am having is that I program C++ in Java . By that I mean I have always used C++ and am treating Java as a simple syntax change instead of appreciate if for its own language. For instance a static variable in C++ is the same as a normal variable in Java as Java is all classes so they maintain there values between function calls. Little things like this are tripping me up constantly as I am self taught. What I want is to invest the time to become a good java programmer not just a C++ programmer that can write in Java. The problem is I do not know how to do this. I have tried reading the Java doc pages but I find them very clinical and hard to understand. So what I am looking for is recommendations on how I can learn to think in Java. Books that teach Java concepts not Java syntax, online tutorials that I can work through that give it a context, established Java traditions/best practices and any other thing that you could recommend.

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