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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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  • Beginner question about vertex arrays in OpenGL

    - by MrDatabase
    Is there a special order in which vertices are entered into a vertex array? Currently I'm drawing single textures like this: glBindTexture(GL_TEXTURE_2D, texName); glVertexPointer(2, GL_FLOAT, 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, coordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); where vertices has four "xy pairs". This is working fine. As a test I doubled the sizes of the vertices and coordinates arrays and changed the last line above to: glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); since vertices now contains eight "xy pairs". I do see two textures (the second is intentionally offset from the first). However the textures are now distorted. I've tried passing GL_TRIANGLES to glDrawArrays instead of GL_TRIANGLE_STRIP but this doesn't work either. I'm so new to OpenGL that I thought it's best to just ask here :-) Cheers!

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  • Profiling Startup Of VS2012 &ndash; YourKit Profiler

    - by Alois Kraus
    The YourKit (v7.0.5) profiler is interesting in terms of price (79€ single place license, 409€ + 1 year support and upgrades) and feature set. You do get a performance and memory profiler in one package for which you normally need also to pay extra from the other vendors. As an interesting side note the profiler UI is written in Java because they do also sell Java profilers with the same feature set. To get all methods of a VS startup you need first to configure it to include System* in the profiled methods and you need to configure * to measure wall clock time. By default it does record only CPU times which allows you to optimize CPU hungry operations. But you will never see a Thread.Sleep(10000) in the profiler blocking the UI in this mode. It can profile as all others processes started from within the profiler but it can also profile the next or all started processes. As usual it can profile in sampling and tracing mode. But since it is a memory profiler as well it does by default also record all object allocations > 1MB. With allocation recording enabled VS2012 did crash but without allocation recording there were no problems. The CPU tab contains the time line of the application and when you click in the graph you the call stacks of all threads at this time. This is really a nice feature. When you select a time region you the CPU Usage estimation for this time window. I have seen many applications consuming 100% CPU only because they did create garbage like crazy. For this is the Garbage Collection tab interesting in conjunction with a time range. This view is like the CPU table only that the CPU graph (green) is missing. All relevant information except for GCs/s is already visible in the CPU tab. Very handy to pinpoint excessive GC or CPU bound issues. The Threads tab does show the thread names and their lifetime. This is useful to see thread interactions or which thread is hottest in terms of CPU consumption. On the CPU tab the call tree does exist in a merged and thread specific view. When you click on a method you get below a list of all called methods. There you can sort for methods with a high own time which are worth optimizing. In the Method List you can select which scope you want to see. Back Traces are the methods which did call you. Callees ist the list of methods called directly or indirectly by your method as a flat list. This is not a call stack but still very useful to see which methods were slow so you can see the “root” cause quite quickly without the need to click trough long call stacks. The last view Merged Calles is a call stacked view of the previous view. This does help a lot to understand did call each method at run time. You would get the same view with a debugger for one call invocation but here you get the full statistics (invocation count) as well. Since YourKit is also a memory profiler you can directly see which objects you have on your managed heap and which objects do hold most of your precious memory. You can in in the Object Explorer view also examine the contents of your objects (strings or whatsoever) to get a better understanding which objects where potentially allocating this stuff.   YourKit is a very easy to use combined memory and performance profiler in one product. The unbeatable single license price makes it very attractive to straightly buy it. Although it is a Java UI it is very responsive and the memory consumption is considerably lower compared to dotTrace and ANTS profiler. What I do really like is to start the YourKit ui and then start the processes I want to profile as usual. There is no need to alter your own application code to be able to inject a profiler into your new started processes. For performance and memory profiling you can simply select the process you want to investigate from the list of started processes. That's the way I like to use profilers. Just get out of the way and let the application run without any special preparations.   Next: Telerik JustTrace

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  • Getting to math applications gradually

    - by den-javamaniac
    I'm currently getting a formal degree related to computation, in particular my current focus is numerical programming, scientific computing and machine learning. I'd love to apply that knowledge in game dev and expand it with statistics, probability theory, and graph theory (probably even linear algebra). The question is: which spheres of gamedev are filled with such math stuff, is it possible to advance in those without being a part of a group of people and how to get to it gradually? P.S.: I've got experience with commercial java dev and am getting my hands on C/C++ at the moment, however, I'm opened to go ahead and try Unity3D and etc.

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  • Humor in Documentation

    - by Lex Fridman
    Is a small amount of lighthearted wording or humor acceptable in source code documentation? For example, I have an algorithm that has a message hop around a graph (network) until its path forms a cycle. When this happens it is removed from the queue of the node it last resided on which removes it from memory. I write that in a comment, and finish the comment with "Rest in peace, little guy". That serves very little documenting purpose, but it cheers me up a bit, and I imagine it might cheer up other people I'm working with as they read through the code. Is this an acceptable practice, or should my in-code documentation resemble as much as possible the speeches of 2004 presidential candidate John Kerry? ;-)

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • Rebuilding CoasterBuzz, Part II: Hot data objects

    - by Jeff
    This is the second post, originally from my personal blog, in a series about rebuilding one of my Web sites, which has been around for 12 years. More: Part I: Evolution, and death to WCF After the rush to get moving on stuff, I temporarily lost interest. I went almost two weeks without touching the project, in part because the next thing on my backlog was doing up a bunch of administrative pages. So boring. Unfortunately, because most of the site's content is user-generated, you need some facilities for editing data. CoasterBuzz has a database full of amusement parks and roller coasters. The entities enjoy the relationships that you would expect, though they're further defined by "instances" of a coaster, to define one that has moved between parks as one, with different names and operational dates. And of course, there are pictures and news items, too. It's not horribly complex, except when you have to account for a name change and display just the newest name. In all previous versions, data access was straight SQL. As so much of the old code was rooted in 2003, with some changes in 2008, there wasn't much in the way of ORM frameworks going on then. Let me rephrase that, I mostly wasn't interested in ORM's. Since that time, I used a little LINQ to SQL in some projects, and a whole bunch of nHibernate while at Microsoft. Through all of that experience, I have to admit that these frameworks are often a bigger pain in the ass than not. They're great for basic crud operations, but when you start having all kinds of exotic relationships, they get difficult, and generate all kinds of weird SQL under the covers. The black box can quickly turn into a black hole. Sometimes you end up having to build all kinds of new expertise to do things "right" with a framework. Still, despite my reservations, I used the newer version of Entity Framework, with the "code first" modeling, in a science project and I really liked it. Since it's just a right-click away with NuGet, I figured I'd give it a shot here. My initial effort was spent defining the context class, which requires a bit of work because I deviate quite a bit from the conventions that EF uses, starting with table names. Then throw some partial querying of certain tables (where you'll find image data), and you're splitting tables across several objects (navigation properties). I won't go into the details, because these are all things that are well documented around the Internet, but there was a minor learning curve there. The basics of reading data using EF are fantastic. For example, a roller coaster object has a park associated with it, as well as a number of instances (if it was ever relocated), and there also might be a big banner image for it. This is stupid easy to use because it takes one line of code in your repository class, and by the time you pass it to the view, you have a rich object graph that has everything you need to display stuff. Likewise, editing simple data is also, well, simple. For this goodness, thank the ASP.NET MVC framework. The UpdateModel() method on the controllers is very elegant. Remember the old days of assigning all kinds of properties to objects in your Webforms code-behind? What a time consuming mess that used to be. Even if you're not using an ORM tool, having hydrated objects come off the wire is such a time saver. Not everything is easy, though. When you have to persist a complex graph of objects, particularly if they were composed in the user interface with all kinds of AJAX elements and list boxes, it's not just a simple matter of submitting the form. There were a few instances where I ended up going back to "old-fashioned" SQL just in the interest of time. It's not that I couldn't do what I needed with EF, it's just that the efficiency, both my own and that of the generated SQL, wasn't good. Since EF context objects expose a database connection object, you can use that to do the old school ADO.NET stuff you've done for a decade. Using various extension methods from POP Forums' data project, it was a breeze. You just have to stick to your decision, in this case. When you start messing with SQL directly, you can't go back in the same code to messing with entities because EF doesn't know what you're changing. Not really a big deal. There are a number of take-aways from using EF. The first is that you write a lot less code, which has always been a desired outcome of ORM's. The other lesson, and I particularly learned this the hard way working on the MSDN forums back in the day, is that trying to retrofit an ORM framework into an existing schema isn't fun at all. The CoasterBuzz database isn't bad, but there are design decisions I'd make differently if I were starting from scratch. Now that I have some of this stuff done, I feel like I can start to move on to the more interesting things on the backlog. There's a lot to do, but at least it's fun stuff, and not more forms that will be used infrequently.

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  • Render a 3D scene in multiple windows - extended panoramic view

    - by teodron
    Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in the end, the result should be a mosaic of the scene). My idea is to use a camera for each window and have a reference position and orientation for a meta-camera object that is used to correctly offset the other camera. Since there are quite some elements to consider (window specs, viewport properties, position-orientation of each render camera), what is the correct way to update the individual cameras considering the position and orientation of the central, meta-camera? I currently cannot make the cameras present the scene contiguously (and I am reluctant in working out the transformations without checking whether this is the actual way of doing things).

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  • Is it possible to preview arbitrary formats in Nautilus?

    - by alfC
    I recently found out that Nautilus (Ubuntu 12.04 at least) can show thumbnails of files of non-image formats, for example (data grapher) grace files (.agr) shows a small version of the graph contained in its data. Obviously, there some library or script that is processing the file, making the image, and allowing nautilus to show a small version of it. This made me think that in principle any file that potentially can be processed into an image can serve as a Nautilus thumbnail. For example, a .tex file (which can be converted to .pdf) or a gnuplot script can be displayed as a thumbnail when possible. In the case of .tex file, the correspoding .pdf can be created by the command pdflatex file.tex. The question is, how can I tell Nautilus to create a thumbnail for an arbitrary format and how do I specify the commands to do so within Nautilus?

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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  • google webmaster showing 6 pages submitted 0 indexed, yet i can see them all there when i search in google?

    - by sam
    I have a small 'brochure' type site with 6 pages, i can see them all the pages showing up in google when i search for my site. But in webmaster tools under the sitemaps section it says 6 submitted, (the blue bar of the graph), but the indexed pages - the red bar is showing 0 indexed pages, even though they seem to be indexed ? any idea why this is ? I dont really think its that important as the pages are still indexed, but it just seems odd. =================================================== UPDATE 9/3/12 having just looked in google webmaster its showing that there are 11 pages indexed, under the health index status tab.. but under the optimization sitemap tab it shows 6 urls submitted but only 1 indexed ? please see images bellow index status: Sitemap status:

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  • Procedural Planets, Heightmaps and Textures

    - by henryprescott
    I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM related. At the moment I am drawing a cube with VBOs and mapping onto a sphere. I am familiar with most fractal heightmap generating techniques and have already implemented my own version of midpoint displacement (not that useful in this case I know). My question is, what is the best way to procedurally generate the heightmap. I have looked at libnoise which allows me to make tilable heightmaps/textures, but as far as I can see I would need to generate a net like this. Leaving the tiling obvious. Could anyone advise me on the best route to take? Any input would be much appreciated.

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  • easy visualization of usage statistics (web app)

    - by sova
    I have some usage queries for my web app's database, the results of which I want to display graphically. Is there an easy-to-use api that exists for this purpose? I want to show things like average query-time per user (a small user-base), average query time per day, and things like that. I think it would be cool to show these on a two-axis graph. I am displaying this data on my site, so a jQuery/javascript/html solution for rendering information into graphs would be ideal. Thank you :) P.S. I wasn't sure if I should ask this on SO, but I am looking more for which product to use, not how to program with it.

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  • Object-Oriented OpenGL

    - by Sullivan
    I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state changes and drawing in one source file. This is fine for the limited scope of a tutorial, but I’m having a hard time working out how to scale it up to a full game. How do you split your usage of OpenGL across files? Conceptually, I can see the benefits of having, say, a rendering class that purely renders stuff to screen, but how would stuff like shaders and lights work? Should I have separate classes for things like lights and shaders?

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  • Orthographic Projection with variable FOV

    - by cubrman
    We are building agame with orthographic view. The problem we face is the fact that with different resolution you can see different area of the game world. E.g. if you have higher resolution you can see more around you. To solve this we currently use a common scale factor that every model is scaled by, depending on resolution. But this has drawbacks when drawing shadows - I cannot set a higher view angle for the orthographic shadow camera, while when using the perspective shadow camera I get significantly worse shadow quality. So the question is is there any way to controll FOV when using orthographic projection, or, more specifically, what is the easiest way to scale the world uniformly up or down with orthographic projection matrix? I saw that in 3ds MAX you can control FOV for an orthographic camera I wonder how they implemented it.

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  • 11/28 Webinar: How Marketers Are Crafting Customer Experiences

    - by Charles Knapp
    According to recent studies by Sirius Decisions and the CEB, 70% of the consumer buying journey is complete before a salesperson becomes involved. Business customers complete 57% of their buying journey without a salesperson. So, what are savvy marketers doing to stay involved in the customer journey?  Marketers are at the epicenter of turning "big data" into insights that are acted upon by the company and customers. Drawing upon social, transactional, and online behavioral insights, marketers are making customer interactions easier and more rewarding. Marketers are personalizing and innovating customer connections across new channels and devices, especially for interactions that span channels. Learn more about three key innovation strategies in an informative webcast sponsored by the Internet Marketing Association, University of California Irvine Extension, and Oracle on Wednesday, November 28, 11 am to 12 pm Pacific. Register today to learn from these thought leaders.

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  • Roanoke Code Camp 2014

    - by Brian Lanham
    Originally posted on: http://geekswithblogs.net/codesailor/archive/2014/05/18/156407.aspxI had a great time yesterday at Roanoke Code Camp!  Many thanks to American National University for the venue, the code camp staff and volunteers, the other speakers, and of course the attendees who made my sessions interactive.  I learned a lot yesterday and it was a good time all around. I attended sessions on Apache Cassandra by Dr. Dave King (@tildedave), Angular JS by Kevin Israel (@kevadev), and JavaScript for Object-Oriented Programmers by Joel Cochran (@joelcochran).  I regret I was unable to attend all the sessions. I also had the opportunity to present.  I spoke on Redis and got some people excited about graph databases by talking about Neo4j.  You can find my slides and other materials at the following links: My Presentation Materials Folder Redis Materials – Slides     - Snippets Neo4j Materials – Slides     - Snippets If you have any trouble getting any of the materials just respond to this post or tweet me @codesailor and I will make sure you get the information you need.

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  • Posting to facebook from unity3d on iOS and android

    - by Guye Incognito
    I've made a game in unity3d for iOS and android. We have our own server to manage high scores and stuff like that. We'd also like to have the possibility post high scores to facebook, and also do things like this.. If you and your friend are have both posted a score for our game to facebook and you post a better score then you can send them a notification. I'm reading around about this now, but I'm wondering whats the normal way people do this? Possible ways.. Use the unity facebook SDK Looks like it would work but there are different versions for iOS and android. Call the facebook graph API directly from our server. This would unify the iOS and android versions and also it makes sense as our server holds / deals with all the highscore info. I can just imagine difficulties with logging in / authentication

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  • What is a Histogram, and How Can I Use it to Improve My Photos?

    - by Eric Z Goodnight
    What’s with that weird graph with all the peaks and valleys? You’ve seen it when you open Photoshop or go to edit a camera raw file. But what is that weird thing called a histogram, and what does it mean? The histogram is one of the most important and powerful tools for the digital imagemaker. And with a few moments reading, you’ll understand a few simple rules can make you a much more powerful image editor, as well as helping you shoot better photographs in the first place. So what are you waiting for? Read on!  What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • Need some help implementing VBO's with Frustum Culling

    - by Isracg
    i'm currently developing my first 3D game for a school project, the game world is completely inspired by minecraft (world completely made out of cubes). I'm currently seeking to improve the performance trying to implement vertex buffer objects but i'm stuck, i already have this methods implemented: Frustum culling, only drawing exposed faces and distance culling but i have the following doubts: I currently have about 2^24 cubes in my world, divided in 1024 chunks of 16*16*64 cubes, right now i'm doing immediate mode rendering, which works well with frustum culling, if i implement one VBO per chunk, do i have to update that VBO each time i move the camera (to update the frustum)? is there a performance hit with this? Can i dynamically change the size of each VBO? of do i have to make each one the biggest possible size (the chunk completely filled with objects)?. Would i have to keep each visited chunk in memory or could i efficiently remove that VBO and recreated it when needed?.

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  • How to ramp up my data structures skills after a long hibernation

    - by Anon
    I was pretty good with algorithms and data structures once, a long long time ago. Since then, I programmed professionally, and then went to manage a small team, which totally shot my tech skills in this field back. I've decided I want to be a developer again, and work for Google. The thing is, I'm so out of practice, that if I were to be interviewed right now I would surely flunk out in 10 minutes. What training program would you recommend for me to get back into shape? I already started this weekend by going back to the absolute basics and implementing a few sort algorithms, linked list, and hash table. Next, I think I'll read through the entire course material on the other basic data structures and graph algorithms. I want to find a focused set of practical exercises I can do in a relatively short amount of time, to juggle the old brain cells. I know this stuff - I just need to remind myself that I know it.

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  • Context is Everything

    - by Angus Graham
    Normal 0 false false false EN-CA X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Context is Everything How many times have you have you asked a question only to hear an answer like “Well, it depends. What exactly are you trying to do?”.  There are times that raw information can’t tell us what we need to know without putting it in a larger context. Let's take a real world example.  If I'm a maintenance planner trying to figure out which assets should be replaced during my next maintenance window, I'm going to go to my Asset Management System.  I can get it to spit out a list of assets that have failed several times over the last year.  But what are these assets connected to?  Is there any safety consequences to shutting off this pipeline to do the work?  Is some other work that's planned going to conflict with replacing this asset?  Several of these questions can't be answered by simply spitting out a list of asset IDs.  The maintenance planner will have to reference a diagram of the plant to answer several of these questions. This is precisely the idea behind Augmented Business Visualization. An Augmented Business Visualization (ABV) solution is one where your structured data (enterprise application data) and your unstructured data (documents, contracts, floor plans, designs, etc.) come together to allow you to make better decisions.  Essentially we're showing your business data into its context. AutoVue allows you to create ABV solutions by integrating your enterprise application with AutoVue’s hotspot framework. Hotspots can be defined for your document. Users can click these hotspots to trigger actions in your enterprise app. Similarly, the enterprise app can highlight the hotspots in your document based on its business data, creating a visual dashboard of your business data in the context of your document. ABV is not new. We introduced the hotspot framework in AutoVue 20.1 with text hotspots. Any text in a PDF or 2D CAD drawing could be turned into a hotspot. In 20.2 we have enhanced this to include 2 new types of hotspots: 3D and regional hotspots. 3D hotspots allow you to turn 3D parts into hotspots. Hotspots can be defined based on the attributes of the part, so you can create hotspots based on part numbers, material, date of delivery, etc.  Regional hotspots allow an administrator to define rectangular regions on any PDF, image, or 2D CAD drawing. This is perfect for cases where the document you’re using either doesn’t have text in it (a JPG or TIFF for example) or if you want to define hotspots that don’t correspond to the text in the document. There are lots of possible uses for AutoVue hotspots.  A great demonstration of how our hotspot capabilities can help add context to enterprise data in the Energy sector can be found in the following AutoVue movies: Maintenance Planning in the Energy Sector - Watch it Now Capital Construction Project Management in the Energy Sector  -  Watch it Now Commissioning and Handover Process for the Energy Sector  -  Watch it Now

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  • Rendering output to arbitary quadrilateral

    - by Trainee4Life
    I want to render output on a device to an arbitary quadirlateral, i.e. project texture on to a quad. What are the possible ways I could implement it? Till now, I have investigated: Drawing textured quadrilateral - Quads look odd as they are composed of triangles, and the distortion looks odd. The issue I'm facing has been discussed here and here as well. Setting transformation on device - Need help in getting this implemented. Pixel shaders - Not able to implement the desired effect. Any help would be much appreciated.

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  • What should I worry about when changing OpenGL origin to upper left of screen?

    - by derivative
    For self education, I'm writing a 2D platformer engine in C++ using SDL / OpenGL. I initially began with pure SDL using the tutorials on sdltutorials.com and lazyfoo.net, but I'm now rendering in an OpenGL context (specifically immediate mode but I'm learning about VAOs/VBOs) and using SDL for interface, audio, etc. SDL uses a coordinate system with the origin in the upper left of the screen and the positive y-axis pointing down. It's easy to set up my orthographic projection in OpenGL to mirror this. I know that texture coordinates are a right-hand system with values from 0 to 1 -- flipping the texture vertically before rendering (well, flip the file before loading) yields textures that render correctly... which is fine if I'm drawing the entire texture, but ultimately I'll be using tilesets and can imagine problems. What should I be concerned about in terms of rendering when I do this? If anybody has any advice or they've done this themselves and can point out future pitfalls, that would be great, but really any thoughts would be appreciated.

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