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  • Why isn't there a culture of paying for frameworks?

    - by Marty Pitt
    One of the side effects of the recent trend of "Lean" startups, and the app store era, is that consumers are more acclimatised to paying small prices for small games / products. Eg.: Online SAAS that charges ~$5 / month (the basecamp style of product) Games which are short, fun, and cheap ($0.99 from the app store This market has been defined by "doing one thing well, and charging people for it." DHH of Rails / 37 Signals fame argues that if your website isn't going to make money, don't bother making it. Why doesn't the same rule apply to frameworks? There are lots of software framework projects out there - many which are mature and feature-rich, which offer developers significant value, yet there doesn't seem to be a market or culture of paying for these. It seems that the projects which do charge money are often things like UI component toolsets, and are often marginalized in favour of free alternatives. Why is this? Surely programmers / businesses see the value in contributing back to projects such as Ruby, Rails, Hibernate, Spring, Ant, Groovy, Gradle, (the list goes on). I'm not suggesting that these frameworks should start charging for anyone who wants to use them, but that there must be a meaningful business model that would allow the developers to earn money from the time they invest developing the framework. Any thoughts as to why this model hasn't emerged / succeeded?

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  • A Simple Solution For NetBeans RCP Apps That Need A Groovy Editor

    - by Geertjan
    Take a look at Nils Hoffmann's metabolomic analyzer, especially at the Groovy editor contained within it: Obviously, it would be cool if the Groovy editor in the app above were to have syntax coloring and other editor features helpful in coding Groovy. However, as I showed in If You Include the Groovy Editor, there are multiple dependencies that the NetBeans Groovy support has on other modules that would be completely superfluous in the above application, while they'd make the app much heavier than it is, simply because of all the Groovy dependencies. But today I thought of a simple solution. Why not take the Groovy.g file (i.e., the ANTLR definition), such as this one [though that's probably not the most up to date one, wondering how to find the most up to date one] and then apply the content of this screencast (made by me) to the Groovy.g file: Within a few minutes, you should end up with Groovy syntax coloring. OK, so that's not a full blown Groovy editor, but syntax coloring is surely a cool thing to have in the app with which this blog entry started? Sure, this means creating a new Groovy editor from scratch. But the point is that doing so can be very simple, i.e., the syntax coloring can simply be generated via the simple instructions above. I'm going to try it myself in the next few days, but would be cool if others out there would try this too!

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • Can I assume interface oriented programming as a good object oriented programming?

    - by david
    I have been programming for decades but I have not been used to object oriented programming. But for recenet years, I had a great opportunity to learn OOP, its principles, and a lot of patterns that are great. Since I've learned OOP, I tried to apply them to a couple of projects and found those projects successful. Unfortunately I didn't follow extreme programming that suggests writing test first, mainly because their time frame were tight. What I did for those projects were Identify all necessary classes and create them with proper properties and methods whenever there is dependency between classes, write interface between them see if there is any patterns for certain relationships between classes to replace By successful, I meant that it was quick development effort, the classes can be reused better, and flexible enough so that another programmer does not have to change something else to fix another part. But I wonder if this is a good practice. Of course, I know I need to put writing unit tests first in my work process. But other than that, is there any problem with this approach - creating lots of interfaces - in long term?

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  • Dev Lead Job opening on my team

    My product unit (Parallel Developer Tools) is hiring a developer lead here in Redmond. This position is specifically on the debugger feature team that I "Program Manage".So, if you have what it takes and don't mind working with me every single day, click on the link below to read more and apply. You can also send me your resume and I'll make sure it gets to the right place and that you get a prompt response.There is a very long job description on the Microsoft careers site under job id 707388.Here is an excerpt from the middle (emphasis mine):"...We are in search of a talented and innovative senior lead software design engineer to own development of the debugging tools for data parallelism (including GP-GPU) and HPC Clusters being built by our team.To be successful, you need to be able to guide careers, design and architect well, communicate and share the best development practices, collaborate with your peers, contribute to the vision, and code significant portions of the solution. We want to hear from you if you're passionate about making your mark in the parallel development space, improving people, and building world-class tools."Responsibilities include:Managing a team of senior and junior developersDesign and coding high-quality software..."For the full background story, requirements, qualifications and responsibilities please visit the official page. Comments about this post welcome at the original blog.

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  • cannot mount root filesystem on 10.04

    - by howaryoo
    I tried to apply the recommendation of question: Kernel Panic - not syncing: VFS: Unable to mount root fs on unknown-block(0,0) After running that command: sudo mount --bind /dev /mnt/dev I get this error message: mount: mount point /mnt/dev does not exist fdisk -l returns /dev/sda1 /dev/sda2 /dev/sda5 do I need to mount sda2 and sda5? Edited after @psusi's comment: /dev/sda1 is the boot file system It seems that I need to mount sda2 or sda5. Here is what I tried: (I tried this on a virtual machine so the sda(s) are now vda(s) ) ubuntu@ubuntu:~$ sudo fdisk -l Disk /dev/vda: 19.3 GB, 19327352832 bytes 16 heads, 63 sectors/track, 37449 cylinders Units = cylinders of 1008 * 512 = 516096 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0008eece Device Boot Start End Blocks Id System /dev/vda1 * 3 496 248832 83 Linux Partition 1 does not end on cylinder boundary. /dev/vda2 498 37448 18622465 5 Extended Partition 2 does not end on cylinder boundary. /dev/vda5 498 37448 18622464 8e Linux LVM ubuntu@ubuntu:~$ ubuntu@ubuntu:~$ ubuntu@ubuntu:~$ sudo mount -t ext4 /dev/vda5 /mnt mount: wrong fs type, bad option, bad superblock on /dev/vda5, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so ubuntu@ubuntu:~$ sudo mount -t ext2 /dev/vda5 /mnt mount: wrong fs type, bad option, bad superblock on /dev/vda5, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so ubuntu@ubuntu:~$ Any info that can help me rescue that server would be greatly appreciated!

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  • How can I resolve collisions at different speeds, depending on the direction?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c // solve for y. M = 2, x = input's x coord, c = rightYIntercept lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { //change the input vector's x position to match the //y position on the shape's edge. Formula for line: Y = MX+C // M is 2, C is rightYIntercept, y is the input y, solve for X. vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • Broad topics needed for teaching game development

    - by livingtech
    I am going to be doing a presentation on game development to an iPhone user group in the near(ish) future. My audience are iPhone developers, but not necessarily very experienced ones, and this is meant to be an introduction. My question is, what broad topics are needed to understand game development? I acknowledge that this is fairly subjective, but I really am hoping for a comprehensive list of high-level topics that apply to a broad enough swath of games that anyone interested in the topic SHOULD know about them. I would be ecstatic with some pointers to any resources that attempt to make a list such as this this. (I have looked, but my google-fu is failing me tonight.) Here's what I have so far: The Game Loop a sub-note about event driven games 2D Animation sprites/texture maps 3D Animation importance of frameworks modeling software Particles and particle effects hit detection AI Obviously I will not be covering all these topics with any depth, more like simply defining them so that after my talk, the audience will (hopefully) be able to wrap their heads around how any given game might be developed. What am I missing?

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  • Retexturing a model via API on the web

    - by AndyMcKenna
    I'm looking at creating a site where a user could see our product and configure the options or look of it and see an image that represents that. The way I'm doing it now is if you have Piece A selected and then you choose Texture X, I have an image on the filesystem that is A with X applied to it. I just swap out my default image with that specific one. One product has 8 areas, with 10-70 pieces per area, and about 200 textures for each piece. Programming the site was pretty simple but we are getting bogged down in rendering all these pieces/textures and entering them into the system. What I would love to do is build a model and have some way to apply the textures via API and render it to the browser. I would even settle for exporting a flat image and pulling that into the browser. Is that possible with something like SolidWorks, 3DSMax, or something else? If the rendering is too time intensive it would still help to batch create all my images and use them the way I am currently.

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  • Sharing swap space between Windows and Ubuntu

    - by Leftium
    This Linux Swap Space Mini-HOWTO describes how to share swap space between Windows and Linux. Do these instructions still apply to Ubuntu in 2011? How should I modify the steps for Ubuntu? Is there a better approach to sharing swap space? Based on the HOWTO, it seems best to create a dedicated NTFS swap partition: Dedicated so the swap file will be contiguous and remain unfragmented. NTFS so both Windows and Ubuntu can read/write to it. (Or is FAT32 better for this purpose?) Then, configure Ubuntu to prepare the swap space for use by Linux on start up; by Windows on shut down. I want to dual boot Ubuntu and Windows 7 on my X301 laptop. However, my laptop only has a 64 GB SDD, so I would like to conserve as much disk space as possible. update: There is an alternate method using a special driver for Windows that let you use a Linux swap partition for temporary storage like a RAM-disk, but it doesn't seem to be as good...

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  • Resizing partition using Gparted gives "can't have overlapping partitions" error

    - by Marcus
    I just decided to install Ubuntu 12.04 alongside Windows 7 on my Dell laptop. However I didn't do this manually but instead used the "Run Ubuntu alongside Windows 7" option upon installation, and now the partition that Ubuntu runs on has very little space (It's giving me warnings). I'm trying to use Gparted 0.12.1-5 (via a live CD) to give Windows less space and give Ubuntu more. I've managed to remove 100GB from the Windows partition so I now have some unallocated space between Windows and Ubuntu. This is what it looks like inside Ubuntu (not using the live CD, since it won't let me mount a USB to save a screenshot): http://i.stack.imgur.com/0keQq.png So first I take sda4 (extended?) and resize it to the left so it takes up all the unallocated space. Then I resize sda5 (ext4) as well so it takes up all the new space. However, when I hit apply, it fails on the first action (resizing sd4), saying "can't have overlapping partitions". Any ideas as to why this happens? I also tried resizing sda4 by just a few MB so that it definitely didn't overlap anything, but I still got the same error message. To clarify, I am doing it using the CD, I just took the screenshot from Ubuntu. Any help would be greatly appreciated! And again, I can't mount any USB (I'm following the guide on the gparted website but it says "Invalid argument" or something like that) so I couldn't attach the details file from Gparted. If this is needed, I may need some hints on how to solve the USB issue as well. :) Thanks

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  • Cocos2d/Cocos2d-x Attaching an arrow (sprite) to another body sprite (person)

    - by Satchmo Brown
    I am trying to set up a simple bow and arrow game. When the arrow hits the enemy body, the arrow's body is deleted and the arrow sprite continues to update, keeping the position correct in relation to the enemy it hit. Picture an arrow sticking into a body and that body still rotating and moving. My problem is that the rotation is completely wrong when the enemy rotates. I know how to do this in 3d with matrix transformation but I can't seem to figure it out in 2d with Cocos. Here is my method. I save offset at which the arrow hit the enemy. Every frame, I make the rotation of the sprite match the rotation of the enemy. Then, I apply the offset I took initially which is where the arrow hit the enemy. When they rotate, they rotate about their respective anchors and I am wondering if I need to set the anchor of the arrow to the center of the sprite. Does anyone know of an easy way to do this. If not, I will try to create an algorithm where the anchor is set to the offset divided by the width and height of the sprite image hopefully giving me the correct anchor values. Then I assume I need to reposition the sprite. Does anyone have a simpler way to do this?

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  • Sendmail encrypted

    - by user1948828
    I manage a website running on Apache. It has public and private areas. When people apply for an account to access the protected portions of the site, they do a TLS/SSL protected POST containing their information which is saved to a (hopefully) nonpublic directory on the server. Then I have a python script which takes URL Encoded POSTS with this user information, sends back a plaintext confirmation to the applicant, encrypts their information with a freeware java command-line utility to protect it (specifically this one: http://spi.dod.mil/ewizard.htm), base64 encodes them, puts them in a file as a mime attachment and uses sendmail to forward the file information to my (and several coworkers' scattered around the country) email account(s) on an Exchange server with Outlook clients. This has worked well for years, but is awkward because it involves manually decrypting the information on a windows box once it is received, using the above mentioned encryption utility. This significantly limits how many can be processed. I would like to be able to encrypt my information in a format that Outlook/Exchange can inherently understand and display so that these emails can be viewed simply by clicking on them. I do have company provided PKI public certs for all the people I need to send to, and am able to send/receive encrypted emails on Outlook manually, but would like to know how I can send to Outlook from apache/linux/python from the command line using the same PKI certs. Dont need to receive them, just send. Is there a utility that can do this? I had thought pgp might but I havent been able to figure it out.

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  • Why would 70-persistent-net.rules have no effect?

    - by Wes Felter
    I've got a saucy server with a lot of NICs and they end up with weird names like "rename19". I know interface names can be changed by modifying the /etc/udev/rules.d/70-persistent-net.rules file. The first clue that something is wrong is that that file did not exist even though it's supposed to be created automatically. So I decided to write my own based on advice from Linux From Scratch: ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:06:00.0", NAME="eth0" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:06:00.1", NAME="eth1" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:06:00.2", NAME="eth2" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:06:00.3", NAME="eth3" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:0c:00.0", NAME="mezz0" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:0c:00.1", NAME="mezz1" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:1b:00.0", NAME="slot1a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:1b:00.1", NAME="slot1b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:20:00.0", NAME="slot2a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:20:00.1", NAME="slot2b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:11:00.0", NAME="slot3a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:11:00.1", NAME="slot3b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:8b:00.0", NAME="slot4a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:8b:00.1", NAME="slot4b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:90:00.0", NAME="slot5a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:90:00.1", NAME="slot5b" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:95:00.0", NAME="slot6a" ACTION=="add", SUBSYSTEM=="net", BUS=="pci", KERNELS=="0000:95:00.1", NAME="slot6b" (I'm matching on PCI IDs instead of MAC addresses because I have multiple identical machines that I want to apply this configuration to.) After rebooting, nothing has changed. It's like these rules aren't even being read. There's not much going on in dmesg either: $ dmesg | grep udev [ 3.196629] systemd-udevd[323]: starting version 204 [ 6.719140] systemd-udevd[550]: starting version 204 [ 38.695050] init: udev-fallback-graphics main process (1658) terminated with status 1

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  • How do I adjust the origin of rotation for a group of sprites?

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix? EDIT Here is the relevant part of the Draw() function: Matrix allTransforms = _rotationMatrix * camera.GetTransformation(); spriteBatch.Begin(SpriteSortMode.BackToFront, null, null, null, null, null, allTransforms); for (int i = 0; i < _map.AllParts.Count; i++) { for (int j = 0; j < _map.AllParts[0].Count; j++) { spriteBatch.Draw(_map.AllParts[i][j].Texture, _map.AllParts[i][j].Position, null, Color.White, 0, _map.AllParts[i][j].Origin, 1.0f, SpriteEffects.None, 0f); } } This all works fine, again, the problem is that when a rotation is set and the point of origin is changed, the sprite group's position is offset on screen. I am trying to figure out a way to adjust the point of origin without causing a shift in position. EDIT 2 At this point, I'm looking for workarounds as this is not working. Does anyone know of a better way to rotate a group of sprites in XNA? I need a method that will allow me to modify the point of rotation (origin) without affecting the position of the sprite group on screen.

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  • Microsoft ADO.NET 4 Step by Step

    - by Sahil Malik
    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). Many years ago, I wrote Pro ADO.NET 2.0. I still think that in the plethora of new data access technologies that have come out since, the basic core ADO.NET fundamentals are still every developer must know, and sadly they do not know. So for some crazy reason, I still see every project make the same data access related mistakes over and over again. Anyway, the challenge is that on top of the core ADO.NET fundamentals, there is a vast array of other new technologies you must learn. The important of which is Entity Framework. So, I was asked to, and I was pleased to be the technical reviewer for Microsoft ADO.NET 4, Step by Step, by Tim Patrick. This book introduces the reader not just to the basic ADO.NET principles, but also Entity Framework, LINQ to SQL, and WCF Data Services. So what you may ask is a SharePoint guy like me doing with such interest in ADO.NET land? Well, that’s what the other side says, what is a hardcore data access sorta guy doing in SharePoint land? :). I have authored/co-authored 4 books so far on data access (1,2,3,4), and one on pure SharePoint, and now one on SharePoint 2010 BI. These are very intertwined topics. And LINQ to SQL and LINQ to SharePoint are almost copy paste of each other. WCF Data services are literally the same in both. And many Entity Framework concepts also apply within SharePoint. So there, I did these both for “interest” reasons. Comment on the article ....

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  • How do I draw a single Triangle with XNA and fill it with a Texture?

    - by Deukalion
    I'm trying to wrap my head around: http://msdn.microsoft.com/en-us/library/bb196409.aspx I'm trying to create a method in XNA that renders a single Triangle, then later make a method that takes a list of Triangles and renders them also. But it isn't working. I'm not understanding what all the things does and there's not enough information. My methods: // Triangle is a struct with A, B, C (didn't include) A, B, C = Vector3 public static void Render(GraphicsDevice device, List<Triangle> triangles, Texture2D texture) { foreach (Triangle triangle in triangles) { Render(device, triangle, texture); } } public static void Render(GraphicsDevice device, Triangle triangle, Texture2D texture) { BasicEffect _effect = new BasicEffect(device); _effect.Texture = texture; _effect.VertexColorEnabled = true; VertexPositionColor[] _vertices = new VertexPositionColor[3]; _vertices[0].Position = triangle.A; _vertices[1].Position = triangle.B; _vertices[2].Position = triangle.B; foreach (var pass in _effect.CurrentTechnique.Passes) { pass.Apply(); device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, _vertices, 0, _vertices.Length, new int[] { 0, 1, 2 }, // example has something similiar, no idea what this is 0, 3 // 3 = gives me an error, 1 = works but no results ); } }

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  • Why the R# Method Group Refactoring is Evil

    - by Liam McLennan
    The refactoring I’m talking about is recommended by resharper when it sees a lambda that consists entirely of a method call that is passed the object that is the parameter to the lambda. Here is an example: public class IWishIWasAScriptingLanguage { public void SoIWouldntNeedAllThisJunk() { (new List<int> {1, 2, 3, 4}).Select(n => IsEven(n)); } private bool IsEven(int number) { return number%2 == 0; } } When resharper gets to n => IsEven(n) it underlines the lambda with a green squiggly telling me that the code can be replaced with a method group. If I apply the refactoring the code becomes: public class IWishIWasAScriptingLanguage { public void SoIWouldntNeedAllThisJunk() { (new List<int> {1, 2, 3, 4}).Select(IsEven); } private bool IsEven(int number) { return number%2 == 0; } } The method group syntax implies that the lambda’s parameter is the same as the IsEven method’s parameter. So a readable, explicit syntax has been replaced with an obfuscated, implicit syntax. That is why the method group refactoring is evil.

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  • Prevent Looping and Inefficient Rule Executions by C2B2

    - by JuergenKress
    This recipe, taken from the recently published Oracle SOA Suite 11g Performance Cookbook gives guidance on how to avoid rule executions that will loop, potentially indefinitely! We’ll use an inbound XML fact and a local RL fact as an example. Getting ready You’ll need access to a SOA composite containing an Oracle Business Rules component in JDeveloper to apply this recipe. We’ll assume you have an XSD schema with an input type RequestInput containing input and bonus String types, and output String value called output in a type ResponseOutput. These aren’t efficient but serve as an example. We’ll step through adding a rule to a composite and creating an RL fact. How to do it... Open a SOA composite. Right click on the Project and select Business Rules (Service Components), use the search box if it is not immediately available. Give the rule a name and click the green plus icon to add the RequestInput to the input and ResponseOutput to the output types. Read the complete article here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: C2B2,looping,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • vector rotations for branches of a 3d tree

    - by freefallr
    I'm attempting to create a 3d tree procedurally. I'm hoping that someone can check my vector rotation maths, as I'm a bit confused. I'm using an l-system (a recursive algorithm for generating branches). The trunk of the tree is the root node. It's orientation is aligned to the y axis. In the next iteration of the tree (e.g. the first branches), I might create a branch that is oriented say by +10 degrees in the X axis and a similar amount in the Z axis, relative to the trunk. I know that I should keep a rotation matrix at each branch, so that it can be applied to child branches, along with any modifications to the child branch. My questions then: for the trunk, the rotation matrix - is that just the identity matrix * initial orientation vector ? for the first branch (and subsequent branches) - I'll "inherit" the rotation matrix of the parent branch, and apply x and z rotations to that also. e.g. using glm::normalize; using glm::rotateX; using glm::vec4; using glm::mat4; using glm::rotate; vec4 vYAxis = vec4(0.0f, 1.0f, 0.0f, 0.0f); vec4 vInitial = normalize( rotateX( vYAxis, 10.0f ) ); mat4 mRotation = mat4(1.0); // trunk rotation matrix = identity * initial orientation vector mRotation *= vInitial; // first branch = parent rotation matrix * this branches rotations mRotation *= rotate( 10.0f, 1.0f, 0.0f, 0.0f ); // x rotation mRotation *= rotate( 10.0f, 0.0f, 0.0f, 1.0f ); // z rotation Are my maths and approach correct, or am I completely wrong? Finally, I'm using the glm library with OpenGL / C++ for this. Is the order of x rotation and z rotation important?

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  • GPL - what is distribution?

    - by Martin Beckett
    An interesting point came up on another thread about alleged misappropriation of a GPL project. In this case the enterprise software was used by some large companies who essentially took the code, changed the name, removed the GPL notices and used the result. The point was - if the company did this and only used the software internally then there isn't any distribution and that's perfectly legal under GPL. Modifications by their own employees for internal use would also be allowed. So At what point does it become a distribution? Presumably if they brought in outside contractors under 'work for hire' their modifications would also be internal and so not a distribution. If they hired an external software outfit to do modifications and those changes were only used internally by the company - would those changes be distributed? Does the GPL apply to the client or to the external developers? If the company then give the result to another department, another business unit, another company? What if the other company is a wholly owned subsidiary? ps. yes I know the answer is ask a lawyer. But all the discussion I have seen over GPL2/GPL3 distribution has been about webservices - not about internal use.

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  • 12.04, nvidia-settings makes one of my dual monitors grey and useless, disables network

    - by Kerrick
    I'm running Ubuntu 12.04 64-bit, Precise Pangolin, with a PNY GTS 250 1GB video card and a monitor plugged into each of the DVI ports. I'm using the proprietary drivers (post-release updates). If I set anything to do with Separate X Screens up in nvidia-settings (and write it to xorg.conf and reboot), my second monitor has a grey background, no menu bar, no ability to have a window on it, the second monitor doesn't get picked up in a screneshot, and if I move my mouse cursor to it it's an ugly black X. Plus, my network is unable to connect to anything. If I subsequently delete /etc/X11/xorg.conf and reboot, everything goes back to working, albeit with a single monitor activated. If I set anything to do with TwinView up in nvidia-settings, my second monitor starts working, but it isn't seen as a second monitor by Ubuntu, so I can't apply color calibration to it separately. Plus, my mouse gets "caught" between the monitors every time I try to move my cursor between the two. What gives? If it helps, this is the xorg.conf that nvidia-settings generates for Separate X Screens.

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

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  • nvidia-settings makes one of my dual monitors grey and useless, disables network

    - by Kerrick
    I'm running Ubuntu 12.04 64-bit, Precise Pangolin, with a PNY GTS 250 1GB video card and a monitor plugged into each of the DVI ports. I'm using the proprietary drivers (post-release updates). If I set anything to do with Separate X Screens up in nvidia-settings (and write it to xorg.conf and reboot), my second monitor has a grey background, no menu bar, no ability to have a window on it, the second monitor doesn't get picked up in a screneshot, and if I move my mouse cursor to it it's an ugly black X. Plus, my network is unable to connect to anything. If I subsequently delete /etc/X11/xorg.conf and reboot, everything goes back to working, albeit with a single monitor activated. If I set anything to do with TwinView up in nvidia-settings, my second monitor starts working, but it isn't seen as a second monitor by Ubuntu, so I can't apply color calibration to it separately. Plus, my mouse gets "caught" between the monitors every time I try to move my cursor between the two. What gives? If it helps, this is the xorg.conf that nvidia-settings generates for Separate X Screens.

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