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  • Farseer: How can I crush Mario? [on hold]

    - by Homer_Simpson
    I want that Mario dies if the box is crushing him. My game has a similar level like this level from New Super Mario Bros. Wii: http://www.youtube.com/watch?v=tYyu6tFAa2M At the beginning of the level, you see some boxes falling to the ground. If a box crushes Mario, he dies. I want to do exactly the same in my game, but I don't know how to do that in Farseer. How can I do that in Farseer 3.3.1? Do you have any suggestions? I don't know how to do the collision detection. I use rectangles for the boxes and ground in Farseer. Mario is a polygon.

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  • How can QA prevent defects?

    - by user970696
    Also according to Software Testing By Srinisvasan Desikan, Gopalaswamy Ramesh or ISTQB text books. Quality assurance is e.g. reviewing products, inspections, walkthroughs to see if all standards are being followed. This is preventive activity. I cannot see how this can be preventive? For the references: defect prevention (Quality Assurance) Software Testing By Srinisvasan Desikan, Gopalaswamy Ramesh Quality Assurance (QA) tries to go one step further. Instead of concentrating on post- facto defect detection and correction, it focusses on the prevention of defects from the very start. Managing Global Software Projects - Page 110 QA deals with prevention of defects in the product being developed. Software Testing and Quality Assurance

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  • Subterranean IL: Generics and array covariance

    - by Simon Cooper
    Arrays in .NET are curious beasts. They are the only built-in collection types in the CLR, and SZ-arrays (single dimension, zero-indexed) have their own commands and IL syntax. One of their stranger properties is they have a kind of built-in covariance long before generic variance was added in .NET 4. However, this causes a subtle but important problem with generics. First of all, we need to briefly recap on array covariance. SZ-array covariance To demonstrate, I'll tweak the classes I introduced in my previous posts: public class IncrementableClass { public int Value; public virtual void Increment(int incrementBy) { Value += incrementBy; } } public class IncrementableClassx2 : IncrementableClass { public override void Increment(int incrementBy) { base.Increment(incrementBy); base.Increment(incrementBy); } } In the CLR, SZ-arrays of reference types are implicitly convertible to arrays of the element's supertypes, all the way up to object (note that this does not apply to value types). That is, an instance of IncrementableClassx2[] can be used wherever a IncrementableClass[] or object[] is required. When an SZ-array could be used in this fashion, a run-time type check is performed when you try to insert an object into the array to make sure you're not trying to insert an instance of IncrementableClass into an IncrementableClassx2[]. This check means that the following code will compile fine but will fail at run-time: IncrementableClass[] array = new IncrementableClassx2[1]; array[0] = new IncrementableClass(); // throws ArrayTypeMismatchException These checks are enforced by the various stelem* and ldelem* il instructions in such a way as to ensure you can't insert a IncrementableClass into a IncrementableClassx2[]. For the rest of this post, however, I'm going to concentrate on the ldelema instruction. ldelema This instruction pops the array index (int32) and array reference (O) off the stack, and pushes a pointer (&) to the corresponding array element. However, unlike the ldelem instruction, the instruction's type argument must match the run-time array type exactly. This is because, once you've got a managed pointer, you can use that pointer to both load and store values in that array element using the ldind* and stind* (load/store indirect) instructions. As the same pointer can be used for both input and output to the array, the type argument to ldelema must be invariant. At the time, this was a perfectly reasonable restriction, and maintained array type-safety within managed code. However, along came generics, and with it the constrained callvirt instruction. So, what happens when we combine array covariance and constrained callvirt? .method public static void CallIncrementArrayValue() { // IncrementableClassx2[] arr = new IncrementableClassx2[1] ldc.i4.1 newarr IncrementableClassx2 // arr[0] = new IncrementableClassx2(); dup newobj instance void IncrementableClassx2::.ctor() ldc.i4.0 stelem.ref // IncrementArrayValue<IncrementableClass>(arr, 0) // here, we're treating an IncrementableClassx2[] as IncrementableClass[] dup ldc.i4.0 call void IncrementArrayValue<class IncrementableClass>(!!0[],int32) // ... ret } .method public static void IncrementArrayValue<(IncrementableClass) T>( !!T[] arr, int32 index) { // arr[index].Increment(1) ldarg.0 ldarg.1 ldelema !!T ldc.i4.1 constrained. !!T callvirt instance void IIncrementable::Increment(int32) ret } And the result: Unhandled Exception: System.ArrayTypeMismatchException: Attempted to access an element as a type incompatible with the array. at IncrementArrayValue[T](T[] arr, Int32 index) at CallIncrementArrayValue() Hmm. We're instantiating the generic method as IncrementArrayValue<IncrementableClass>, but passing in an IncrementableClassx2[], hence the ldelema instruction is failing as it's expecting an IncrementableClass[]. On features and feature conflicts What we've got here is a conflict between existing behaviour (ldelema ensuring type safety on covariant arrays) and new behaviour (managed pointers to object references used for every constrained callvirt on generic type instances). And, although this is an edge case, there is no general workaround. The generic method could be hidden behind several layers of assemblies, wrappers and interfaces that make it a requirement to use array covariance when calling the generic method. Furthermore, this will only fail at runtime, whereas compile-time safety is what generics were designed for! The solution is the readonly. prefix instruction. This modifies the ldelema instruction to ignore the exact type check for arrays of reference types, and so it lets us take the address of array elements using a covariant type to the actual run-time type of the array: .method public static void IncrementArrayValue<(IncrementableClass) T>( !!T[] arr, int32 index) { // arr[index].Increment(1) ldarg.0 ldarg.1 readonly. ldelema !!T ldc.i4.1 constrained. !!T callvirt instance void IIncrementable::Increment(int32) ret } But what about type safety? In return for ignoring the type check, the resulting controlled mutability pointer can only be used in the following situations: As the object parameter to ldfld, ldflda, stfld, call and constrained callvirt instructions As the pointer parameter to ldobj or ldind* As the source parameter to cpobj In other words, the only operations allowed are those that read from the pointer; stind* and similar that alter the pointer itself are banned. This ensures that the array element we're pointing to won't be changed to anything untoward, and so type safety within the array is maintained. This is a typical example of the maxim that whenever you add a feature to a program, you have to consider how that feature interacts with every single one of the existing features. Although an edge case, the readonly. prefix instruction ensures that generics and array covariance work together and that compile-time type safety is maintained. Tune in next time for a look at the .ctor generic type constraint, and what it means.

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  • SOA 11g Technology Adapters – ECID Propagation

    - by Greg Mally
    Overview Many SOA Suite 11g deployments include the use of the technology adapters for various activities including integration with FTP, database, and files to name a few. Although the integrations with these adapters are easy and feature rich, there can be some challenges from the operations perspective. One of these challenges is how to correlate a logical business transaction across SOA component instances. This correlation is typically accomplished via the execution context ID (ECID), but we lose the ECID correlation when the business transaction spans technologies like FTP, database, and files. A new feature has been introduced in the Oracle adapter JCA framework to allow the propagation of the ECID. This feature is available in the forthcoming SOA Suite 11.1.1.7 (PS6). The basic concept of propagating the ECID is to identify somewhere in the payload of the message where the ECID can be stored. Then two Binding Properties, relating to the location of the ECID in the message, are added to either the Exposed Service (left-hand side of composite) or External Reference (right-hand side of composite). This will give the JCA framework enough information to either extract the ECID from or add the ECID to the message. In the scenario of extracting the ECID from the message, the ECID will be used for the new component instance. Where to Put the ECID When trying to determine where to store the ECID in the message, you basically have two options: Add a new optional element to your message schema. Leverage an existing element that is not used in your schema. The best scenario is that you are able to add the optional element to your message since trying to find an unused element will prove difficult in most situations. The schema will be holding the ECID value which looks something like the following: 11d1def534ea1be0:7ae4cac3:13b4455735c:-8000-00000000000002dc Configuring Composite Services/References Now that you have identified where you want the ECID to be stored in the message, the JCA framework needs to have this information as well. The two pieces of information that the framework needs relates to the message schema: The namespace for the element in the message. The XPath to the element in the message. To better understand this, let's look at an example for the following database table: When an Exposed Service is created via the Database Adapter Wizard in the composite, the following schema is created: For this example, the two Binding Properties we add to the ReadRow service in the composite are: <!-- Properties for the binding to propagate the ECID from the database table --> <property name="jca.ecid.nslist" type="xs:string" many="false">  xmlns:ns1="http://xmlns.oracle.com/pcbpel/adapter/db/top/ReadRow"</property> <property name="jca.ecid.xpath" type="xs:string" many="false">  /ns1:EcidPropagationCollection/ns1:EcidPropagation/ns1:ecid</property> Notice that the property called jca.ecid.nslist contains the targetNamespace defined in the schema and the property called jca.ecid.xpath contains the XPath statement to the element. The XPath statement also contains the appropriate namespace prefix (ns1) which is defined in the jca.ecid.nslist property. When the Database Adapter service reads a row from the database, it will retrieve the ECID value from the payload and remove the element from the payload. When the component instance is created, it will be associated with the retrieved ECID and the payload contains everything except the ECID element/value. The only time the ECID is visible is when it is stored safely in the resource technology like the database, a file, or a queue. Simple Database/File/JMS Example This section contains a simplified example of how the ECID can propagate through a database table, a file, and JMS queue. The composite for the example looks like the following: The flow of this example is as follows: Invoke database insert using the insertwithecidbpelprocess_client_ep Service. The InsertWithECIDBPELProcess adds a row to the database via the Database Adapter. The JCA Framework adds the ECID to the message prior to inserting. The ReadRow Service retrieves the record and the JCA Framework extracts the ECID from the message. The ECID element is removed from the message. An instance of ReadRowBPELProcess is created and it is associated with the retried ECID. The ReadRowBPELProcess now writes the record to the file system via the File Adapter. The JCA Framework adds the ECID to the message prior to writing the message to file. The ReadFile Service retrieves the record from the file system and the JCA Framework extracts the ECID from the message. The ECID element is removed from the message. An instance of ReadFileBPELProcess is created and it is associated with the retried ECID. The ReadFileBPELProcess now enqueues the message via the JMS Adapter. The JCA Framework adds the ECID to the message prior to enqueuing the message. The DequeueMessage Service retrieves the record and the JCA Framework extracts the ECID from the message. The ECID element is removed from the message. An instance of DequeueMessageBPELProcess is created and it is associated with the retried ECID. The logical flow ends. When viewing the Flow Trace in the Enterprise Manger, you will now see all the instances correlated via ECID: Please check back here when SOA Suite 11.1.1.7 is released for this example. With the example you can run it yourself and reinforce what has been shared in this blog via a hands-on experience. One final note: the contents of this blog may be included in the official SOA Suite 11.1.1.7 documentation, but you will still need to come here to get the example.

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Can SpriteBatch be used to fill a polygon with a texture?

    - by can poyrazoglu
    I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with convex polygons (without diving into super math which is definitely not something I'm pretty good at). Are there any solutions for filling in a polygon in a basic way? I of course need something dynamic (I'll have a map editor that you can define polygons, and the game will render them (and collision detection will also use them but that's off topic), basically I can't accept solutions like "pre-calculated" bitmaps or anything like that. I need to draw a polygon with the segments provided, to the screen, using the SpriteBatch.

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  • What are examples of games with "minimalist" models/art assets

    - by Ken
    When teaching game development, my student's obsess about building realistic or complex art/models/animation. And spending wayyy to much time trying to get accurate collision detection between two 3D models [despite my best efforts] However I would like them to spend more time thinking about developing the game mechanics, interaction and game play. I'm looking for some games where the visuals are simple but have good game play. Things I am thinking about are Cubes' vs Spheres or Impossible Game. What are more examples of visually simple (preferably 3D) games to help inspire my students?

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  • WSS 3.0 to SharePoint 2010: Tips for delaying the Visual Upgrade

    - by Kelly Jones
    My most recent project has been to migrate a bunch of sites from WSS 3.0 (SharePoint 2007) to SharePoint Server 2010.  The users are currently working with WSS 3.0 and Office 2003, so the new ribbon based UI in 2010 will be completely new.  My client wants to avoid the new SharePoint 2010 look and feel until they’ve had time to train their users, so we’ve been testing the upgrades by keeping them with the 2007 user interface. Permission to perform the Visual Upgrade One of the first things we noticed was the default permissions for who was allowed to switch the UI from 2007 to 2010.  By default, site collection administrators and site owners can do this.  Since we wanted to more tightly control the timing of the new UI, I added a few lines to the PowerShell script that we are using to perform the migration.  This script creates the web application, sets the User Policy, and then does a Mount-SPDatabase to attach the old 2007 content database to the 2010 farm.  I added the following steps after the Mount-SPDatabase step: #Remove the visual upgrade option for site owners # it remains for Site Collection administrators foreach ($sc in $WebApp.Sites){ foreach ($web in $sc.AllWebs){ #Visual Upgrade permissions for the site/subsite (web) $web.UIversionConfigurationEnabled = $false; $web.Update(); } } These script steps loop through each Site Collection in a particular web application ($WebApp) and then it loops through each subsite ($web) in the Site Collection ($sc) and disables the Site Owner’s permission to perform the Visual Upgrade. This is equivalent to going to the Site Collection administrator settings page –> Visual Upgrade and selecting “Hide Visual Upgrade”. Since only IT people have Site Collection administrator privileges, this will allow IT to control the timing of the new 2010 UI rollout. Newly created subsites Our next issue was brought to our attention by SharePoint Joel’s blog post last week (http://www.sharepointjoel.com/Lists/Posts/Post.aspx?ID=524 ).  In it, he lists some updates about the 2010 upgrade, and his fourth point was one that I hadn’t seen yet: 4. If a 2007 upgraded site has not been visually upgraded, the sites created underneath it will look like 2010 sites – While this is something I’ve been aware of, I think many don’t realize how this impacts common look and feel for master pages, and how it impacts good navigation and UI. As well depending on your patch level you may see hanging behavior in the list picker. The site and list creation Silverlight control in Internet Explorer is looking for resources that don’t exist in the galleries in the 2007 site, and hence it continues to spin and spin and eventually time out. The work around is to upgrade to SP1, or use Chrome or Firefox which won’t attempt to render the Silverlight control. When the root site collection is a 2007 site and has it’s set of galleries and the children are 2010 sites there is some strange behavior linked to the way that the galleries work and pull from the parent. Our production SharePoint 2010 Farm has SP1 installed, as well as the December 2011 Cumulative Update, so I think the “hanging behavior” he mentions won’t affect us. However, since we want to control the roll out of the UI, we are concerned that new subsites will have the 2010 look and feel, no matter what the parent site has. Ok, time to dust off my developer skills. I first looked into using feature stapling, but I couldn’t get that to work (although I’m pretty sure I had everything wired up correctly).  Then I stumbled upon SharePoint 2010’s web events – a great way to handle this. Using Visual Studio 2010, I created a new SharePoint project and added a Web Event Receiver: In the Event Receiver class, I used the WebProvisioned method to check if the parent site is a 2007 site (UIVersion = 3), and if so, then set the newly created site to 2007:   /// <summary> /// A site was provisioned. /// </summary> public override void WebProvisioned(SPWebEventProperties properties) { base.WebProvisioned(properties);   try { SPWeb curweb = properties.Web;   if (curweb.ParentWeb != null) {   //check if the parent website has the 2007 look and feel if (curweb.ParentWeb.UIVersion == 3) { //since parent site has 2007 look and feel // we'll apply that look and feel to the current web curweb.UIVersion = 3; curweb.Update(); } } } catch (Exception) { //TODO: Add logging for errors } }   This event is part of a Feature that is scoped to the Site Level (Site Collection).  I added a couple of lines to my migration PowerShell script to activate the Feature for any site collections that we migrate. Plan Going Forward The plan going forward is to perform the visual upgrade after the users for a particular site collection have gone through 2010 training. If we need to do several site collections at once, we’ll use a PowerShell script to loop through each site collection to update the sites to 2010.  If it’s just one or two, we’ll be using the “Update All Sites” button on the Visual Upgrade page for Site Collection Administrators. The custom code for newly created sites won’t need to be changed, since it relies on the UI version of the parent site.  If the parent is 2010, then the new site will look 2010.

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  • .htaccess language redirects with seo-friendly urls

    - by jlmmns
    How do I setup my .htaccess file to detect several languages, and redirect them to specific seo-friendly urls? Basically every url needs to go to index.php?lang=(...) So, for English language detection http://mysite.com has to go to http://mysite.com/en/ (index.php?lang=en) my .htaccess as of now (not working): RewriteEngine On RewriteCond %{HTTP:HOST} http://mysite.com/ RewriteCond %{HTTP:Accept-Language} ^en [NC] RewriteRule ^$ http://mysite.com/en/ [L,R=301] RewriteCond %{HTTP:Accept-Language} ^de [NC] RewriteRule ^$ http://mysite.com/de/ [L,R=301] RewriteCond %{HTTP:Accept-Language} ^nl [NC] RewriteRule ^$ http://mysite.com/nl/ [L,R=301] RewriteCond %{HTTP:Accept-Language} ^fr [NC] RewriteRule ^$ http://mysite.com/fr/ [L,R=301] RewriteCond %{HTTP:Accept-Language} ^es [NC] RewriteRule ^$ http://mysite.com/es/ [L,R=301] RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-l RewriteRule ^(en|de|nl|fr|es)$ index.php?lang=$1 [L,QSA]

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  • Simple 3D Physics engine as a part of graduation project [on hold]

    - by Eugene Kolesnikov
    I am working on my graduation project and one part of it is to simulate the motion of a rigid body in 3D space. I can use either already written physics engine or to write it myself. It's quite an interesting challenge for me, so I would like to do it myself. I am able to use either C++ or Java for programming (prefer C++). I am using Mac OS X and Debian 7. Could you suggest any guides or tutorials how to do it, can't find it anywhere... More precisely, I need a very simple engine, without collision detection, and many other things that I do not know, I just need to calculate the forces and move my body, depending on the resultant force. If you think that this task is still very difficult or there is no such tutorial, please suggest me some good and simple engine.

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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • Google propose un scanner open-source pour aider les développeurs webs à lutter contre les attaques

    Sécurité : Google propose un scanner open-source Pour aider les développeurs webs à lutter contre les attaques XSS et les injections de code Google vient de mettre à la disposition des développeurs webs un scanner open-source qui permet de tester les applications dès les premières étapes de leurs conceptions pour détecter d'éventuelles failles de sécurité. Baptisé Skipfish, l'outil offrirait, d'après les dires de son auteur, des fonctionnalités similaires à celles de Nmap ou Nessus. Il utilise la détection dite heuristique et permet de mettre à jour les vulnérabilités aux attaques de types cross-scritping (XSS) et aux injections SDQ et XML, entre autres failles.

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  • Kinect hacked for augmented reality

    - by Kit Ong
    It seems Kinect has more potential than any other consoles based motion detection device given the number of hacks that are out there in the wild. http://uk.videogames.games.yahoo.com/blog/article/19744/kinect-as-youve-never-seen-it-before.html Direct links to youtube videos of Kinect hacks: http://www.youtube.com/watch?v=M-wLOfjVfVc?fs=1&hl=en_GB http://www.youtube.com/watch?v=eWmVrfjDCyw?fs=1&hl=en_GB http://www.youtube.com/watch?v=P3gfMXwQOGI?fs=1&hl=en_GB http://www.youtube.com/watch?v=4qhXQ_1CQjg?fs=1&hl=en_GB http://www.youtube.com/watch?v=VgLp-KyK5g8?fs=1&hl=en_GB http://www.youtube.com/watch?v=CeQwhujiWVk?fs=1&hl=en_GB

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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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  • System unable to boot in normal mode..! need to select recovery mode and than Generic Mode to boot.?

    - by Haresh Veera
    I am using Ubuntu Server 12.04 LTS KDE Mode. Couple of Days back I updated the system using Muon Package manager. After Updating, now when ever I boot the system, It get stuck at starting bluetooth Daemon Ok / Stopping Bluetooth Daemon Fail.and after long wait its get start to GUI Mode, but with no mouse detection. So need to reboot by pressing CTL+ALT+DEL and when I select recovery mode - Boot in Generic -- It boot perfectly. How can I set the same as default, and remove the error boot loader script. I am no expert to linux or Kernel.

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  • Is the carriage-return char considered obsolete

    - by Evan Plaice
    I wrote an open source library that parses structured data but intentionally left out carriage-return detection because I don't see the point. It adds additional complexity and overhead for little/no benefit. To my surprise, a user submitted a bug where the parser wasn't working and I discovered the cause of the issue was that the data used CR line endings as opposed to LF or CRLF. Hasn't OSX been using LF style line-endings since switching over to a unix-based platform? I know there are applications like Notepad++ where line endings can be changed to use CR explicitly but I don't see why anybody would want to. Is it safe to exclude support for the statistically insignificant percentage of users who decide (for whatever reason) to the old Mac OS style line-endings?

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  • Multithreading for a mixed-genre game in Python?

    - by arrogantc
    So here's the situation. I'm making a game that mixes two genres; arcade shooter and puzzler. They don't intertwine TOO much; all the interaction that really goes on is that every time an enemy is destroyed, a block is created. The blocks aren't even a part of the main collision detection system; they have their own more suited to their needs. What I want to ask is this; might it be a good idea to have the arcade shooter portion run on one thread, and the puzzle game portion run on another?

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  • Rendering problems with Java LWJGL

    - by pangaea
    I'm new to rendering and so I don't know if I can speed up the code or that what I'm doing is bad. This is what it looks like But, if I have say 100-200 triangles everything is fine. Yet, when I get to 400 triangles it becomes very laggy. At 1,000 triangles it becomes 5fps at max. Also, when I try to close it everything becomes extremely laggy and the game breaks my computer. Is this normal? The code is here http://pastebin.com/9N6qdEbd game http://pastebin.com/fdkSrPGT mobs I haven't even adding collision detection.

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  • [JOGL] my program is too slow, ho can i profile with Eclipse?

    - by nkint
    hi juys my simple opengl program is really toooo slow and not fluid i'm rendering 30 sphere with simple illumination and simple material. the only hard(?) computing stuffs i do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) i have no thread only animator to move spheres how can i profile my jogl project? or mayebe (most probable..) i have some opengl instruction that i don't understand and make render particular accurate (or back face rendering that i don't need or whatever i don't know exctly i'm just entered in opengl world)

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  • Windows Phone 8 Announcement

    - by Tim Murphy
    As if the Surface announcement on Monday wasn’t exciting enough, today Microsoft announce that Windows Phone 8 will be coming this fall.  That itself is great news, but the features coming were like confetti flying in all different directions.  Given this speed I couldn’t capture every feature they covered.  A summary of what I did capture is listed below starting with their eight main features. Common Core The first thing that they covered is that Windows Phone 8 will share a core OS with Windows 8.  It will also run natively on multiple cores.  They mentioned that they have run it on up to 64 cores to this point.  The phones as you might expect will at least start as dual core.  If you remember there were metrics saying that Windows Phone 7 performed operations faster on a single core than other platforms did with dual cores.  The metrics they showed here indicate that Windows Phone 8 runs faster on comparable dual core hardware than other platforms. New Screen Resolutions Screen resolution has never been an issue for me, but it has been a criticism of Windows Phone 7 in the media.  Windows Phone 8 will supports three screen resolutions: WVGA 800 x 480, WXGA 1280 x 768, and 720 1280x720.  Hopefully this makes pixel counters a little happier. MicroSD Support This was one of my pet peeves when I got my Samsung Focus. With Windows Phone 8 the operating system will support adding MicroSD cards after initial setup.  Of course this is dependent on the hardware company on implementing it, but I think we have seen that even feature phone manufacturers have not had a problem supporting this in the past. NFC NFC has been an anticipated feature for some time.  What Microsoft showed today included the fact that they didn’t just want it to be for the phone.  There is cross platform NFC functionality between Windows Phone 8 and Windows 8.  The demos , while possibly a bit fanciful, showed would could be achieved even in a retail environment.  We are getting closer and closer to a Minority Report world with these technologies. Wallet Windows Phone 8 isn’t the first platform to have a wallet concept.  What they have done to differentiate themselves is to make it sot that it is not dependent on a SIM type chip like other platforms.  They have also expanded the concept beyond just banks to other types of credits such as airline miles. Nokia Mapping People have been envious of the Lumia phones having the Nokia mapping software.  Now all Windows Phone 8 devices will use NavTeq data and will have the capability to run in an offline fashion.  This is a major step forward from the Bing “touch for the next turn” maps. IT Administration The lack of features for enterprise administration and deployment was a complaint even before the Windows Phone 7 was released.  With the Windows Phone 8 release such features as Bitlocker and Secure boot will be baked into the OS. We will also have the ability to privately sign and distribute applications. Changing Start Screen Joe Belfiore made a big deal about this aspect of the new release.  Users will have more color themes available to them and the live tiles will be highly customizable. You will have the ability to resize and organize the tiles in a more dynamic way.  This allows for less important tiles or ones with less information to be made smaller.  And There Is More So what other tidbits came out of the presentation?  Later this summer the API for WP8 will be available.  There will be developer events coming to a city near you.  Another announcement of interest to developers is the ability to write applications at a native code level.  This is a boon for game developers and those who need highly efficient applications. As a topper on the cake there was mention of in app payment. On the consumer side we also found out that all updates will be available over the air.  Along with this came the fact that Microsoft will support all devices with updates for at least 18 month and you will be able to subscribe for early updates.  Update coming for Windows Phone 7.5 customers to WP7.8.  The main enhancement will be the new live tile features.  The big bonus is that the update will bypass the carriers.  I would assume though that you will be brought up to date with all previous patches that your carrier may not have released. There is so much more, but that is enough for one post.  Needless to say, EXCITING! del.icio.us Tags: Windows Phone 8,WP8,Windows Phone 7,WP7,Announcements,Microsoft

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  • Application Composer Series: Where and When to use Groovy

    - by Richard Bingham
    This brief post is really intended as more of a reference than an article. The table below highlights two things, firstly where you can add you own custom logic via groovy code (end column), and secondly (middle column) when you might use each particular feature. Obviously this applies only where Application Composer exists, namely Fusion CRM and Oracle Sales Cloud, and is based on current (release 8) functionality. Feature Most Common Use Case Groovy Field Triggers React to run-time data changes. Only fired when the field is changed and upon submit. Y Object Triggers To extend the standard processing logic for an object, based on record creation, updates and deletes. There is a split between these firing events, with some related to UI/ADF actions and others originating in the database. UI Trigger Points: After Create - fires when a new object record is created. Commonly used to set default values for fields. Before Modify - Fires when the end-user tries to modify a field value. Could be used for generic warnings or extra security logic. Before Invalidate - Fires on the parent object when one of its child object records is created, updated, or deleted. For building in relationship logic. Before Remove - Fires when an attempt is made to delete an object record. Can be used to create conditions that prevent deletes. Database Trigger Points: Before Insert in Database - Fires before a new object is inserted into the database. Can be used to ensure a dependent record exists or check for duplicates. After Insert in Database - Fires after a new object is inserted into the database. Could be used to create a complementary record. Before Update in Database -Fires before an existing object is modified in the database. Could be used to check dependent record values. After Update in Database - Fires after an existing object is modified in the database. Could be used to update a complementary record. Before Delete in Database - Fires before an existing object is deleted from the database. Could be used to check dependent record values. After Delete in Database - Fires after an existing object is deleted from the database. Could be used to remove dependent records. After Commit in Database - Fires after the change pending for the current object (insert, update, delete) is made permanent in the current transaction. Could be used when committed data that has passed all validation is required. After Changes Posted to Database - Fires after all changes have been posted to the database, but before they are permanently committed. Could be used to make additional changes that will be saved as part of the current transaction. Y Field Validation Displays a user entered error message based groovy logic validating the field value. The message is shown only when the validation logic returns false, and the logic is triggered only when tabbing out of the field on the user interface. Y Object Validation Commonly used where validation is needed across multiple related fields on the object. Triggered on the submit UI action. Y Object Workflows All Object Workflows are fired upon either record creation or update, along with the option of adding a custom groovy firing condition. Y Field Updates - change another field when a specified one changes. Intended as an easy way to set different run-time values (e.g. pick values for LOV's) plus the value field permits groovy logic entry. Y E-Mail Notification - sends an email notification to specified users/roles. Templates support using run-time value tokens and rich text. N Task Creation - for adding standard tasks for use in the worklist functionality. N Outbound Message - will create and send an XML payload of the related object SDO to a specified endpoint. N Business Process Flow - intended for approval using the seeded process, however can also trigger custom BPMN flows. N Global Functions Utility functions that can be called from any groovy code in Application Composer (across applications). Y Object Functions Utility functions that are local to the parent object. Usually triggered from within 'Buttons and Actions' definitions in Application Composer, although can be called from other code for that object (e.g. from a trigger). Y Add Custom Fields When adding custom fields there are a few places you can include groovy logic. Y Default Value - to add logic within setting the default value when new records are entered. Y Conditionally Updateable - to add logic to set the field to read-only or not. Y Conditionally Required - to add logic to set the field to required or not. Y Formula Field - Used to provide a new aggregate field that is entirely based on groovy logic and other field values. Y Simplified UI Layouts - Advanced Expressions Used for creating dynamic layouts for simplified UI pages where fields and regions show/hide based on run-time context values and logic. Also includes support for the depends-on feature as a trigger. Y Related References This Blog: Application Composer Series Extending Sales Guide: Using Groovy Scripts Groovy Scripting Reference Guide

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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  • Resolving a collision between point and moving line

    - by Conundrumer
    I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision detection to resolve collisions between moving points and static lines, and collisions between moving/static points and moving lines. I already know how to calculate the Time of Impact for both types of collision events, and how to resolve moving point static line collisions. However, I can't figure out how to resolve moving/static point moving line collisions. Here are the initial conditions in a point and moving line collision event. We have a line segment joined by two points, A and B. At this instant, point P is touching/colliding with line AB. These points have unit mass and some might have an initial velocity, unless point P is static. The line is massless and has no explicit rotational component, since points A and B could freely move around, extending or contracting the line as a result (which will be fixed later by the constraint solver). Collision is inelastic. What are the final velocities of the points after collision?

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  • WinTV-HVR-1900 no picture in VLC

    - by nLinked
    I've connected a Hauppauge WinTV-HVR-1900 to my Ubuntu 10.10 PC and used the instructions here to install the firmware and test that it is detected using dmesg. Detection is successful. The WinTV is connected to my TV using component connections. I run this command to enable the component interface: v4l2-ctl -i 1. Then I use cat /dev/video0 test.mpg, and that file is created and plays perfectly with video and sound. However, when I try to play /dev/video0 in VLC Player (and other players), I just get a black screen. I also try the v4l2-ctl -i 1 command before I try it in VLC, but I still get a black screen, and when I use v4l2-ctl -I, it shows it has connection 0 again (Television), so it reverts back to connection 0 instead of connection 1 (component). So I'm a little stuck with getting VLC to get a picture, even though the CAT command works fine. Anything I can try?

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  • Sega lance des jeux vidéos dirigés par les jets d'urine, dont les consoles sont installées dans les urinoirs

    Sega lance des jeux vidéos dirigés par des jets d'urine, dont les consoles sont installées dans les urinoirs Ras-le-bol des jeux vidéos conventionnels ? Pas tenté par les nouvelles consoles à détection de mouvements comme le Kinect ? Sega a pensé à vous. La firme vient en effet de lancer un nouveau concept qui est actuellement testé à Tokio, dans quatre stations de métro. Cette nouvelle console de jeux s'appelle Toylets et, comme son nom l'indique, elle s'utilise dans les urinoirs. Pas de manettes, mais des capteurs de pression mesurant l'intensité du jet de votre urine. Pour diriger votre personnage, modifiez la direction de votre émission de liquide, comme dans le "Vent du Nord&qu...

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