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  • Scene Graph as Object Container?

    - by Bunkai.Satori
    Scene graph contains game nodes representing game objects. At a first glance, it might seem practical to use Scene Graph as physical container for in game objects, instead of std::vector< for example. My question is, is it practical to use Scene Graph to contain the game objects, or should it be used only to define scene objects/nodes linkages, while keepig the objects stored in separate container, such as std::vector<?

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  • Python C API return more than one value / object without building a tuple [migrated]

    - by Grisu
    I got the following problem. I have written a C-Extension to Python(2.7 / 3.2) to interface a self written software library. Unfortunately I need to return two values from the function where the last one is optional. In Python I tried def func(x,y): return x+y, x-y test = func(13,4) but test is a tuple. If I write test1,test2 = func(13,4) I got both values separated. Is there a possibility to return only one value without unpacking the tuple, i.e. the second(,.. third, ..fourth) value gets neglected? And if such a solution existst, how does it look for the C-API? Because return Py_BuildValue("ii",x+y,x-y); results in a tuple as well.

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  • Large margin by long title

    - by Kevin Koenen
    I try to show a list of offers. When an advertiser insert a large title, the margin of an item (offer) will be showed what shouldn't. I've tried different layouts but that doesn't work. Link to image :) You see, some of the items has a large margin. Here's the code: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/gallerylayout" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="wrap_content" android:gravity="left|center" android:layout_width="wrap_content" android:paddingBottom="2dp" android:paddingTop="2dp" android:paddingLeft="5dp" android:background="#20000000" android:cacheColorHint="#00000000"> <ImageView android:id="@+id/ad_image_small" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_marginRight="6dip" android:src="@drawable/ic_launcher"/> <LinearLayout android:orientation="vertical" android:layout_width="0dip" android:layout_weight="1" android:layout_height="fill_parent"> <TextView android:id="@+id/ad_id" android:visibility="gone" android:layout_width="wrap_content" android:layout_height="wrap_content"/> <TextView android:id="@+id/ad_img_url" android:visibility="gone" android:layout_width="wrap_content" android:layout_height="wrap_content"/> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/ad_title" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="3dp" android:gravity="left" android:textColor="#000000" android:ellipsize="end" android:singleLine="true"/> <TextView android:id="@+id/ad_km" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_margin="3dp" android:layout_marginBottom="1dp" android:textColor="#000000" android:gravity="right"/> </LinearLayout> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/ad_text" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginLeft="3dp" android:textColor="#0099CC" android:ellipsize="end" android:singleLine="true"/> </LinearLayout> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_margin="2dp" android:padding="5dp"> <ImageView android:id="@+id/ad_clock" android:layout_width="20dp" android:layout_height="20dp" android:layout_marginRight="5dip" android:src="@drawable/icon_clock"/> <ProgressBar android:id="@+id/progressbar" android:layout_width="match_parent" android:layout_height="8dp" android:layout_margin="5dp" android:paddingLeft="2dp" android:max="100" style="?android:attr/progressBarStyleHorizontal" android:progressDrawable="@drawable/color_progressbar" /> </LinearLayout> </LinearLayout> </LinearLayout> <ImageView android:id="@+id/overlay_image" android:background="#0000" android:src="@drawable/verlopen2x" android:layout_alignTop="@id/ad_image_small" android:layout_alignBottom="@id/ad_image_small" android:layout_width="fill_parent" android:layout_height="wrap_content" android:adjustViewBounds="true" android:visibility="visible" /> I can't see what i'm doing wrong. Thanks in advance!

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  • has anyone used simile timeline with large amounts of data

    - by oo
    i am using this simile timeline with large amounts of data and i keep getting firefox popping up saying "a script has appeared to no longer be running, do you want to kill it"? is there a limit to the amount of json you can send back to it. I have about 1000 different timeline points with dates, descriptions, etc.

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  • Getting a sphere to roll down a .FBX object Unity3D/C#

    - by Timothy Williams
    I'm working on a little ramp and ball game in Unity, I modeled the ramp outside Unity and exported it to a .FBX file, then I imported the ramp in to Unity. I set up the ball and ramp, both have Rigidbodies, Ramp is set to isKinematic = true, yet when I play the game the ball just falls right through the ramp and hits the floor below it fine. So it's something wrong with the ramp. Am I doing something wrong? Are .FBX files unable to apply physics? Thanks, Tim.

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  • Python C API return more than one value / object

    - by Grisu
    I got the following problem. I have written a C-Extension to Python to interface a self written software library. Unfortunately I need to return two values from the C function where the last one is optional. In Python the equivalent is def func(x,y): return x+y, x-y test = func(13,4) #only the first value is used In my C extension I use return Py_BuildValue("ii",x+y,x-y); which results in a tuple. If I now try to access the return value from Python via test2 = cfunc(13,4) print(test2) I got a tuple instead of only the first return value. How is possible to build the same behavior as in Python from C Extension?

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  • C# Finalize/Dispose pattern

    - by robUK
    Hello, C# 2008 I have been working on this for a while now. And I am still confused about some issues. My questions below 1) I know that you only need a finalizer if you are disposing of unmanaged resources. However, if you are using managed resources that make calls to unmanaged resources. Would you still need to implement a finalizer? 2) However, if you develop a class that doesn't use any unmanged resources directly or indirectly and you implement the IDisposable so that clients of your class can use the 'using statement'. Would it be acceptable to implement the IDisposable just so that clients of your class can use the using statement? using(myClass objClass = new myClass()) { // Do stuff here } 3) I have developed this simple code below to demostrate the Finalize/dispose pattern: public class NoGateway : IDisposable { private WebClient wc = null; public NoGateway() { wc = new WebClient(); wc.DownloadStringCompleted += wc_DownloadStringCompleted; } // Start the Async call to find if NoGateway is true or false public void NoGatewayStatus() { // Start the Async's download // Do other work here wc.DownloadStringAsync(new Uri(www.xxxx.xxx)); } private void wc_DownloadStringCompleted(object sender, DownloadStringCompletedEventArgs e) { // Do work here } // Dispose of the NoGateway object public void Dispose() { wc.DownloadStringCompleted -= wc_DownloadStringCompleted; wc.Dispose(); GC.SuppressFinalize(this); } } Question about the source code: 1) Here I have not added the finalizer. And normally the finalizer will be called by the GC, and the finalizer will call the Dispose. As I don't have the finalizer, when do I call the Dispose method? Is it the client of the class that has to call it? So my class in the example is called NoGateway and the client could use and dispose of the class like this: Would the Dispose method be automatically called when execution reaches the end of the using block? using(NoGateway objNoGateway = new NoGateway()) { // Do stuff here } Or does the client have to manually call the dispose method i.e.? NoGateway objNoGateway = new NoGateway(); // Do stuff with object objNoGateway.Dispose(); // finished with it Many thanks for helping with all these questions, 2) I am using the webclient class in my 'NoGateway' class. Because the webclient implements the IDisposable interface. Does this mean that the webclient indirectly uses unmanaged resources? Is there any hard and fast rule to follow about this. How do I know that a class uses unmanaged resources?

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • Java regex patterns - compile time constants or instance members?

    - by KepaniHaole
    Currently, I have a couple of singleton objects where I'm doing matching on regular expressions, and my Patterns are defined like so: class Foobar { private final Pattern firstPattern = Pattern.compile("some regex"); private final Pattern secondPattern = Pattern.compile("some other regex"); // more Patterns, etc. private Foobar() {} public static Foobar create() { /* singleton stuff */ } } But I was told by someone the other day that this is bad style, and Patterns should always be defined at the class level, and look something like this instead: class Foobar { private static final Pattern FIRST_PATTERN = Pattern.compile("some regex"); private static final Pattern SECOND_PATTERN = Pattern.compile("some other regex"); // more Patterns, etc. private Foobar() {} public static Foobar create() { /* singleton stuff */ } } The lifetime of this particular object isn't that long, and my main reason for using the first approach is because it doesn't make sense to me to hold on to the Patterns once the object gets GC'd. Any suggestions / thoughts?

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  • Render Ruby object to interactive html

    - by AvImd
    I am developing a tool that discovers network services enabled on host and writes short summary on them like this: init,1 +-- login,1560 -- +-- bash,1629 +-- nc,12137 -lup 50505 { :net = [ [0] "*:50505 IPv4 UDP " ], :fds = [ [0] "/root (cwd)", [1] "/", [2] "/bin/nc.traditional", [3] "/xochikit/ld_poison.so (stat: No such file or directory)", [4] "/dev/tty2", [5] "*:50505" ] } It proved to be very nice formatted and useful for quick discovery thanks to colors provided by the awesome_print gem. However, its output is just a text. One issue is that if I want to share it, I lose colors. I'd also like to fold and unfold parts of objects, quickly jump to specific processes and what not? Adding comments, for example. Thus I want something web-based. What is the best approach to implement features like these? I haven't worked with web interfaces before and I don't have much experience with Ruby.

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  • Performance issues with visibility detection and object transparency

    - by maul
    I'm working on a 3d game that has a view similar to classic isometric games (diablo, etc.). One of the things I'm trying to implement is the effect of turning walls transparent when the player walks behind them. By itself this is not a huge issue, but I'm having trouble determining which walls should be transparent exactly. I can't use a circle or square mask. There are a lot of cases where the wall piece at the same (relative) position has different visibility depending on the surrounding area. With the help of a friend I came up with this algorithm: Create a grid around the player that contains a lot of "visibility points" (my game is semi tile-based so I create one point for every tile on the grid) - the size of the square's side is close to the radius where I make objects transparent. I found 6x6 to be a good value, so that's 36 visibility points total. For every visibility point on the grid, check if that point is in the player's line of sight. For every visibility point that is in the LOS, cast a ray from the camera to that point and mark all objects the ray hits as transparent. This algorithm works - not perfectly, but only requires some tuning - however this is very slow. As you can see, it requries 36 ray casts minimum, but most of the time 60-70 depending on the position. That's simply too much for the CPU. Is there a better way to do this? I'm using Unity 3D but I'm not looking for an engine-specific solution.

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  • Raycasting mouse coordinates to rotated object?

    - by SPL
    I am trying to cast a ray from my mouse to a plane at a specified position with a known width and length and height. I know that you can use the NDC (Normalized Device Coordinates) to cast ray but I don't know how can I detect if the ray actually hit the plane and when it did. The plane is translated -100 on the Y and rotated 60 on the X then translated again -100. Can anyone please give me a good tutorial on this? For a complete noob! I am almost new to matrix and vector transformations.

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  • version control on large files

    - by Dustin Getz
    We happily use SVN for SCM at work. Currently I've got our binary assets in the same SVN repository as our code. SVN supports very large files (it transmits them 'streamily' to keep memory usage sane), but it is SLOOWWWWW. What asset management software do you recommend, for about a GB (and growing) worth of assets? We would prefer branching and merging (different assets & config files go to different customers).

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  • Optimization ended up in casting an object at each method call

    - by Aybe
    I've been doing some optimization for the following piece of code : public void DrawLine(int x1, int y1, int x2, int y2, int color) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color); } After profiling it about 70% of the time spent was in getting a context for drawing and disposing it. I ended up sketching the following overload : public void DrawLine(int x1, int y1, int x2, int y2, int color, BitmapContext bitmapContext) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color, bitmapContext); } Until here no problems, all the user has to do is to pass a context and performance is really great as a context is created/disposed one time only (previously it was a thousand times per second). The next step was to make it generic in the sense it doesn't depend on a particular framework for rendering (besides .NET obvisouly). So I wrote this method : public void DrawLine(int x1, int y1, int x2, int y2, int color, IDisposable bitmapContext) { _bitmap.DrawLineBresenham(x1, y1, x2, y2, color, (BitmapContext)bitmapContext); } Now every time a line is drawn the generic context is casted, this was unexpected for me. Are there any approaches for fixing this design issue ? Note : _bitmap is a WriteableBitmap from WPF BitmapContext is from WriteableBitmapEx library DrawLineBresenham is an extension method from WriteableBitmapEx

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  • Convert large raster graphics image(bitmap, PNG, JPEG, etc) to non-vector postscript in C#

    - by Dennis Cheung
    How to convert an large image and embed it into postscript? I used to convert the bitmap into HEX codes and render with colorimage. It works for small icons but I hit a /limitcheck error in ghostscript when I try to embed little larger images. It seem there is a memory limit for bitmap in ghostscript. I am looking a solution which can run without 3rd party/pre-processing other then ghostscript itself.

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  • Avoiding a large number of custom EventArgs?

    - by Brian Ortiz
    The class library I'm refactoring has a large number of events (over 50) each with its own Delegate, even though many have the same arguments. I starting switching them all over to use EventHandler and custom EventArgs but it is proving to be tedious and time consuming. Is there an easier way to handle a situation like this, when you have a huge number of events?

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  • Understanding SingleTableEntityPersister n QueryLoader

    - by Iapilgrim
    Hi, I have the Hibernate model @Cache(usage = CacheConcurrencyStrategy.NONE, region = SitesConstants.CACHE_REGION) public class Node extends StatefulEntity implements Inheritable, Cloneable { private Node _parent; private List<Node> _childNodes; .. } @Cache(usage = CacheConcurrencyStrategy.NONE, region = SitesConstants.CACHE_REGION) public class Page extends Node implements Defaultable, Securable { private RootZone _rootZone; ...... @OneToOne(fetch = FetchType.LAZY) @JoinColumn(name = "root_zone_id", insertable = false, updatable = false) public RootZone getRootZone() { return _rootZone; } public void setRootZone(RootZone rootZone) { if (rootZone != null) { rootZone.setPageId(this.getId()); _rootZone = rootZone; } } I want to get all pages ( call getSiteTree), so I using this query String hpql = "SELECT n FROM Node n "; See the trace I find Page.setRootZone(RootZone) line: 155 NativeMethodAccessorImpl.invoke0(Method, Object, Object[]) line: not available [native method] NativeMethodAccessorImpl.invoke(Object, Object[]) line: 39 DelegatingMethodAccessorImpl.invoke(Object, Object[]) line: 25 Method.invoke(Object, Object...) line: 597 BasicPropertyAccessor$BasicSetter.set(Object, Object, SessionFactoryImplementor) line: 66 PojoEntityTuplizer(AbstractEntityTuplizer).setPropertyValues(Object, Object[]) line: 352 PojoEntityTuplizer.setPropertyValues(Object, Object[]) line: 232 SingleTableEntityPersister(AbstractEntityPersister).setPropertyValues(Object, Object[], EntityMode) line: 3580 TwoPhaseLoad.initializeEntity(Object, boolean, SessionImplementor, PreLoadEvent, PostLoadEvent) line: 152 QueryLoader(Loader).initializeEntitiesAndCollections(List, Object, SessionImplementor, boolean) line: 877 QueryLoader(Loader).doQuery(SessionImplementor, QueryParameters, boolean) line: 752 QueryLoader(Loader).doQueryAndInitializeNonLazyCollections(SessionImplementor, QueryParameters, boolean) line: 259 QueryLoader(Loader).doList(SessionImplementor, QueryParameters) line: 2232 QueryLoader(Loader).listIgnoreQueryCache(SessionImplementor, QueryParameters) line: 2129 QueryLoader(Loader).list(SessionImplementor, QueryParameters, Set, Type[]) line: 2124 QueryLoader.list(SessionImplementor, QueryParameters) line: 401 QueryTranslatorImpl.list(SessionImplementor, QueryParameters) line: 363 HQLQueryPlan.performList(QueryParameters, SessionImplementor) line: 196 SessionImpl.list(String, QueryParameters) line: 1149 QueryImpl.list() line: 102 QueryImpl.getResultList() line: 67 NodeDaoImpl.getSiteTree(long) line: 358 PageNodeServiceImpl.getSiteTree(long) line: 797 NativeMethodAccessorImpl.invoke0(Method, Object, Object[]) line: not available [native method] NativeMethodAccessorImpl.invoke(Object, Object[]) line: 39 DelegatingMethodAccessorImpl.invoke(Object, Object[]) line: 25 Method.invoke(Object, Object...) line: 597 AopUtils.invokeJoinpointUsingReflection(Object, Method, Object[]) line: 307 JdkDynamicAopProxy.invoke(Object, Method, Object[]) line: 198 $Proxy100.getSiteTree(long) line: not available the calling setRootZone in Page makes Hibernate issue a hit to database. I don't want this. So my question is + Why query String hpql = "SELECT n FROM Node n "; issues un-expected trace logs like above. Why the query String hpql = "SELECT n.nodename FROM Node n " not? What is the mechanism behind? Note: Im using hibernate caching level 2. In case I don't want to see that trace logs. I mean I just get Node data only. How to do ? Thanks for your help. Sorry for my bad english :( Van

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  • Blender: How to "meshify" an object I made from Bezier curves

    - by capcom
    I made a star shape using Bezier curves, and extruded it (see pic below): What I want to do is give it a rounder look - not just around the edges by using beveling. I want it to kind of look like this (well, that shape anyway): How would I go about doing this? Please keep in mind that I am extremely new to Blender. I thought that I could somehow turn this star into those default shapes that have tonnes of squares which I could pull out, and apply a mirror to it so that the same thing happens on both sides. I really don't know how to do it, and would appreciate your help.

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  • IRB and large variables?

    - by tesmar
    How can I print a large variable nicely in an irb prompt? I have a variable that contains many variables which are long and the printout becomes a mess to wade through. What if I just want the variable names without their values? Or, can I print each one on a separate line, tabbed-in depending on depth?

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  • Access Violation when trying to bind Vertex Object Array

    - by Paul
    I've just started digging into OpenGL and I've run into a problem trying to set a VOA. It's giving me a run-time error of : An unhandled exception of type 'System.AccessViolationException' At // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); I have searched the internet high and low for a solution and I haven't found one. The rest of my function looks like this: int main(array<System::String ^> ^args) { // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); return -1; } glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 0); // 4x antialiasing glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // We want OpenGL 3.3 glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL // Open a window and create its OpenGL context if( !glfwOpenWindow( 800, 600, 0,0,0,0, 32,0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); return -1; } // Initialize GLEW if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } glfwSetWindowTitle( "Game Engine" ); // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glfwEnable( GLFW_STICKY_KEYS );

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