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  • NEW CERTIFICATION: Oracle Certified Expert, Oracle Database 11g Release 2 SQL Tuning

    - by Brandye Barrington
    Oracle Certification announces the release of the new Oracle Certified Expert, Oracle Database 11g Release 2 SQL Tuning certification. This certification is designed forDevelopers, Database Administrators and SQL developers who are proficient at tuning efficient SQL statements. This certification covers topics on core elements such as: identifying and tuning inefficient SQL statements, using automatic SQL tuning, managing optimizer statistics on database objects, implementing partitioning and analyizing queries. Beta testing for the Oracle Database 11g Release 2: SQL Tuning exam (1Z1-117) is now underway and thus is available at the greatly discounted rate of $50 USD. Visit pearsonvue.com/oracle and register for exam 1Z1-117. You can get all preparation details on the Oracle Certification website, including exam objectives, number of questions, time allotments, and pricing. QUICK LINKS: Certification Track: Oracle Certified Expert, Oracle Database 11g Release 2 SQL Tuning Certification Exam: Oracle Database 11g Release 2: SQL Tuning (1Z0-117) Certification Website: About Beta Exams Register Now: Pearson VUE

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  • Split vector vs matrix notation for transformation

    - by seahorse
    Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, sy, sz Transformation vector = tx, ty, tz Rotation Quaternion Vector = w,x,y,z Matrix notation: There are other engines which simply use a net combined transformation matrix. What are the advantages of the first notation over the second? Also for animation interpolation does it work in the first notation that we interpolate across the individual components and use the interpolated parts to get the net transformation? Is this another advantage?

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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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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • DX10 sprite and pixel shader

    - by Alex Farber
    I am using ID3DX10Sprite to draw 2D image on the screen. 3D scene contains only one textured sprite placed over the whole window area. Render method looks like this: m_pDevice-ClearRenderTargetView(...); m_pSprite-Begin(D3DX10_SPRITE_SORT_TEXTURE); m_pSprite-DrawSpritesImmediate(&m_SpriteDefinition, 1, 0, 0); m_pSprite-End(); Now I want to make some transformations with the sprite texture in a shader. Currently the program doesn't work with shader. How it is possible to add pixel shader to the program with this structure? Inside the shader, I need to set all colors equal to red, and multiply pixel values by some coefficient. Something like this: float4 TexturePixelShader(PixelInputType input) : SV_Target { float4 textureColor; textureColor = shaderTexture.Sample(SampleType, input.tex); textureColor.x = textureColor.x * coefficient; textureColor.y = textureColor.x; textureColor.z = textureColor.x; return textureColor; }

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  • Render 3d object to 2d surface (embedded system)

    - by Martin Berger
    i am working on an embedded system of a sort, and in some free time i would like to test its drawing capabilities. System in question is ARM Cortex M3 microcontroller attached to EasyMX Stellaris board. And i have a small 320x240 TFT screen :) Now, i have some free time each day and i want to create rotating cube. Micro C PRO for ARM doesnt have 3d drawing capabilities, which means it must be done in software. From the book Introduction to 3D Game Programming with DirectX 10 i know matrix algebra for transformations but that is cool when you have DirectX to set camera right. I gues i could make 2d object to rotate, but how would i go with 3d one? Any ideas and examples are welcome. Although i would prefer advices. I'd like to understand this.

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  • View Frustum Alternative

    - by Kuros
    I am working on a simulation project that requires me to have entities walking around in a 3D world. I have all that working, matrix transformations, etc. I'm at the point where I need what is essentially a view frustum, so I can give each entity a visible area. However, when looking over the calculations required to do it, it seems like a perspective frustum is only required to be able to project it onto a 2D screen. Is there another, easier to code solution, that would function better, such as an orthogonal perspective? Could I just define a shape mathematically and test wether the coordinates of the objects are inside or out? I am not really a 3D coder (and I am doing this all from scratch, not using an engine or anything), so I would like the simplest solution possible for my needs. Thank you!

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  • Developing Schema Compare for Oracle (Part 6): 9i Query Performance

    - by Simon Cooper
    All throughout the EAP and beta versions of Schema Compare for Oracle, our main request was support for Oracle 9i. After releasing version 1.0 with support for 10g and 11g, our next step was then to get version 1.1 of SCfO out with support for 9i. However, there were some significant problems that we had to overcome first. This post will concentrate on query execution time. When we first tested SCfO on a 9i server, after accounting for various changes to the data dictionary, we found that database registration was taking a long time. And I mean a looooooong time. The same database that on 10g or 11g would take a couple of minutes to register would be taking upwards of 30 mins on 9i. Obviously, this is not ideal, so a poke around the query execution plans was required. As an example, let's take the table population query - the one that reads ALL_TABLES and joins it with a few other dictionary views to get us back our list of tables. On 10g, this query takes 5.6 seconds. On 9i, it takes 89.47 seconds. The difference in execution plan is even more dramatic - here's the (edited) execution plan on 10g: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 108K| 939 || 1 | SORT ORDER BY | | 108K| 939 || 2 | NESTED LOOPS OUTER | | 108K| 938 ||* 3 | HASH JOIN RIGHT OUTER | | 103K| 762 || 4 | VIEW | ALL_EXTERNAL_LOCATIONS | 2058 | 3 ||* 20 | HASH JOIN RIGHT OUTER | | 73472 | 759 || 21 | VIEW | ALL_EXTERNAL_TABLES | 2097 | 3 ||* 34 | HASH JOIN RIGHT OUTER | | 39920 | 755 || 35 | VIEW | ALL_MVIEWS | 51 | 7 || 58 | NESTED LOOPS OUTER | | 39104 | 748 || 59 | VIEW | ALL_TABLES | 6704 | 668 || 89 | VIEW PUSHED PREDICATE | ALL_TAB_COMMENTS | 2025 | 5 || 106 | VIEW | ALL_PART_TABLES | 277 | 11 |------------------------------------------------------------------------------- And the same query on 9i: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 16P| 55G|| 1 | SORT ORDER BY | | 16P| 55G|| 2 | NESTED LOOPS OUTER | | 16P| 862M|| 3 | NESTED LOOPS OUTER | | 5251G| 992K|| 4 | NESTED LOOPS OUTER | | 4243M| 2578 || 5 | NESTED LOOPS OUTER | | 2669K| 1440 ||* 6 | HASH JOIN OUTER | | 398K| 302 || 7 | VIEW | ALL_TABLES | 342K| 276 || 29 | VIEW | ALL_MVIEWS | 51 | 20 ||* 50 | VIEW PUSHED PREDICATE | ALL_TAB_COMMENTS | 2043 | ||* 66 | VIEW PUSHED PREDICATE | ALL_EXTERNAL_TABLES | 1777K| ||* 80 | VIEW PUSHED PREDICATE | ALL_EXTERNAL_LOCATIONS | 1744K| ||* 96 | VIEW | ALL_PART_TABLES | 852K| |------------------------------------------------------------------------------- Have a look at the cost column. 10g's overall query cost is 939, and 9i is 55,000,000,000 (or more precisely, 55,496,472,769). It's also having to process far more data. What on earth could be causing this huge difference in query cost? After trawling through the '10g New Features' documentation, we found item 1.9.2.21. Before 10g, Oracle advised that you do not collect statistics on data dictionary objects. From 10g, it advised that you do collect statistics on the data dictionary; for our queries, Oracle therefore knows what sort of data is in the dictionary tables, and so can generate an efficient execution plan. On 9i, no statistics are present on the system tables, so Oracle has to use the Rule Based Optimizer, which turns most LEFT JOINs into nested loops. If we force 9i to use hash joins, like 10g, we get a much better plan: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 7587K| 3704 || 1 | SORT ORDER BY | | 7587K| 3704 ||* 2 | HASH JOIN OUTER | | 7587K| 822 ||* 3 | HASH JOIN OUTER | | 5262K| 616 ||* 4 | HASH JOIN OUTER | | 2980K| 465 ||* 5 | HASH JOIN OUTER | | 710K| 432 ||* 6 | HASH JOIN OUTER | | 398K| 302 || 7 | VIEW | ALL_TABLES | 342K| 276 || 29 | VIEW | ALL_MVIEWS | 51 | 20 || 50 | VIEW | ALL_PART_TABLES | 852K| 104 || 78 | VIEW | ALL_TAB_COMMENTS | 2043 | 14 || 93 | VIEW | ALL_EXTERNAL_LOCATIONS | 1744K| 31 || 106 | VIEW | ALL_EXTERNAL_TABLES | 1777K| 28 |------------------------------------------------------------------------------- That's much more like it. This drops the execution time down to 24 seconds. Not as good as 10g, but still an improvement. There are still several problems with this, however. 10g introduced a new join method - a right outer hash join (used in the first execution plan). The 9i query optimizer doesn't have this option available, so forcing a hash join means it has to hash the ALL_TABLES table, and furthermore re-hash it for every hash join in the execution plan; this could be thousands and thousands of rows. And although forcing hash joins somewhat alleviates this problem on our test systems, there's no guarantee that this will improve the execution time on customers' systems; it may even increase the time it takes (say, if all their tables are partitioned, or they've got a lot of materialized views). Ideally, we would want a solution that provides a speedup whatever the input. To try and get some ideas, we asked some oracle performance specialists to see if they had any ideas or tips. Their recommendation was to add a hidden hook into the product that allowed users to specify their own query hints, or even rewrite the queries entirely. However, we would prefer not to take that approach; as well as a lot of new infrastructure & a rewrite of the population code, it would have meant that any users of 9i would have to spend some time optimizing it to get it working on their system before they could use the product. Another approach was needed. All our population queries have a very specific pattern - a base table provides most of the information we need (ALL_TABLES for tables, or ALL_TAB_COLS for columns) and we do a left join to extra subsidiary tables that fill in gaps (for instance, ALL_PART_TABLES for partition information). All the left joins use the same set of columns to join on (typically the object owner & name), so we could re-use the hash information for each join, rather than re-hashing the same columns for every join. To allow us to do this, along with various other performance improvements that could be done for the specific query pattern we were using, we read all the tables individually and do a hash join on the client. Fortunately, this 'pure' algorithmic problem is the kind that can be very well optimized for expected real-world situations; as well as storing row data we're not using in the hash key on disk, we use very specific memory-efficient data structures to store all the information we need. This allows us to achieve a database population time that is as fast as on 10g, and even (in some situations) slightly faster, and a memory overhead of roughly 150 bytes per row of data in the result set (for schemas with 10,000 tables in that means an extra 1.4MB memory being used during population). Next: fun with the 9i dictionary views.

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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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  • Kinect joint coordinates and XNA animation

    - by Sweta Dwivedi
    I have written a program to record the x,y,z coordinated of the Hand joint and I want to animate my models 2D or 3D according to these coordinates. . .However the output of the x,y,z coordinates are fluctuating from -0 to 1 but not more than that.. So i assume I will need to multiply them back with the screen width and height, however it still doesnt seem to animate according to the original x,y,z points Any transformations I might be missing out? while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) float.Parse(temp[0]))* maxWidth); int y = (int) float.Parse(temp[1])) * maxHeight); }

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  • Joining on NULLs

    - by Dave Ballantyne
    A problem I see on a fairly regular basis is that of dealing with NULL values.  Specifically here, where we are joining two tables on two columns, one of which is ‘optional’ ie is nullable.  So something like this: i.e. Lookup where all the columns are equal, even when NULL.   NULL’s are a tricky thing to initially wrap your mind around.  Statements like “NULL is not equal to NULL and neither is it not not equal to NULL, it’s NULL” can cause a serious brain freeze and leave you a gibbering wreck and needing your mummy. Before we plod on, time to setup some data to demo against. Create table #SourceTable ( Id integer not null, SubId integer null, AnotherCol char(255) not null ) go create unique clustered index idxSourceTable on #SourceTable(id,subID) go with cteNums as ( select top(1000) number from master..spt_values where type ='P' ) insert into #SourceTable select Num1.number,nullif(Num2.number,0),'SomeJunk' from cteNums num1 cross join cteNums num2 go Create table #LookupTable ( Id integer not null, SubID integer null ) go insert into #LookupTable Select top(100) id,subid from #SourceTable where subid is not null order by newid() go insert into #LookupTable Select top(3) id,subid from #SourceTable where subid is null order by newid() If that has run correctly, you will have 1 million rows in #SourceTable and 103 rows in #LookupTable.  We now want to join one to the other. First attempt – Lets just join select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and #LookupTable.SubID = #SourceTable.SubID OK, that’s a fail.  We had 100 rows back,  we didn’t correctly account for the 3 rows that have null values.  Remember NULL <> NULL and the join clause specifies SUBID=SUBID, which for those rows is not true. Second attempt – Lets deal with those pesky NULLS select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and isnull(#LookupTable.SubID,0) = isnull(#SourceTable.SubID,0) OK, that’s the right result, well done and 99.9% of the time that is where its left. It is a relatively trivial CPU overhead to wrap ISNULL around both columns and compare that result, so no problems.  But, although that’s true, this a relational database we are using here, not a procedural language.  SQL is a declarative language, we are making a request to the engine to get the results we want.  How we ask for them can make a ton of difference. Lets look at the plan for our second attempt, specifically the clustered index seek on the #SourceTable   There are 2 predicates. The ‘seek predicate’ and ‘predicate’.  The ‘seek predicate’ describes how SQLServer has been able to use an Index.  Here, it has been able to navigate the index to resolve where ID=ID.  So far so good, but what about the ‘predicate’ (aka residual probe) ? This is a row-by-row operation.  For each row found in the index matching the Seek Predicate, the leaf level nodes have been scanned and tested using this logical condition.  In this example [Expr1007] is the result of the IsNull operation on #LookupTable and that is tested for equality with the IsNull operation on #SourceTable.  This residual probe is quite a high overhead, if we can express our statement slightly differently to take full advantage of the index and make the test part of the ‘Seek Predicate’. Third attempt – X is null and Y is null So, lets state the query in a slightly manner: select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and ( #LookupTable.SubID = #SourceTable.SubID or (#LookupTable.SubID is null and #SourceTable.SubId is null) ) So its slightly wordier and may not be as clear in its intent to the human reader, that is what comments are for, but the key point is that it is now clearer to the query optimizer what our intention is. Let look at the plan for that query, again specifically the index seek operation on #SourceTable No ‘predicate’, just a ‘Seek Predicate’ against the index to resolve both ID and SubID.  A subtle difference that can be easily overlooked.  But has it made a difference to the performance ? Well, yes , a perhaps surprisingly high one. Clever query optimizer well done. If you are using a scalar function on a column, you a pretty much guaranteeing that a residual probe will be used.  By re-wording the query you may well be able to avoid this and use the index completely to resolve lookups. In-terms of performance and scalability your system will be in a much better position if you can.

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  • Confusion about Rotation matrices from Euler Angles

    - by xEnOn
    I am trying to learn more about Euler Angles so as to help myself in understanding how I can control my camera better in the game. I came across the following formula that converts Euler Angles to rotation matrices: In the equation, I could see that the first matrix from the left is the rotation matrix about x-axis, the second is about y-axis and the third is about z-axis. From my understanding about ordinary matrix transformations, the later transformation is always applied to the right hand side. And if I'm right about this, then the above equation should have a rotation order starting from rotating about z-axis, y-axis, then finally x-axis. But, from the symbols it seems that the rotation order start rotating about x-axis, then y-axis, then finally z-axis. What should the actual order of the rotation be? Also, I am confuse about if the input vector, in this case, would be a row vector on the left, or a column vector on the right?

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  • How would i rank my keywords in Yahoo search engine?

    - by user1430715
    I am working as search engine optimizer team lead in a company and facing problem in a project which name is http://www.Prooftech.com.sg... Problem :- The Website has 10 keywords for which my client wanted the top 10 Ranking in Yahoo Singapore search engine. I have got top 10 ranking for the following 7 keywords Waterproofing, RC Roof ,Wall Leakages ,Ceiling Leakages , Water Leakages ,Roof Tile Coating ,Roof Tiles Repair in my 3 months work but still i am not getting the listing positions for Roof ,Concrete Repair ,Grouting .... I have Done lot of Bookmarking ,Blog Commenting ,Blog Creations ,Press Release,Classified Ads to get these 3 keywords in listing but there is no changes in the results.... Can any help me out from this problem so i can get Good rankings for Roof ,Concrete Repair ,Grouting

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  • Detecting tile with height in isometric game

    - by Carlos Navarro
    I'm trying to create an isometric tile-based game (for iPhone) and I'm having trouble with height in tiles. What I currently do (without heights) is apply some mathematic transformations to my 2D-matrix (which represent the tiles) so that I know where in the screen (x,y) should I place the isometric tile. Then, when the user clicks somewhere in the screen, I take that values and pass them through a function (kind of f^-1) to get which tile it belongs to. This works perfectly. My problem is: imagine that I want some tiles to have a different height from others. In order to draw the tile itself its pretty simple, since the z-coordinate has no transformation in the isometric approach used in games (z'=z). BUT what if I want to calculate the tile coordinate (defined by X-tile and Y-tile) from the touch coordinates (x,y)? Any guess?

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  • projective geometry: how do I turn a projection of a rectangle in 3D into a 2D view

    - by bonomo
    So the problem is that I have a 3D projection of a rectangle that I want to turn into 2D. That is I have a photo of a sheet of paper laying on a table which I want to transform into a 2D view of that sheet. So what I need is to get an undistorted 2D image by reverting all the 3D/projection transformations and getting a plain view of the sheet from the top. I happened to find some directions on the subject but they don't suggest an immediate instruction on how this can be achieved. It would be really helpful to get a step-by-step instruction of what needs to be done. Or, alternatively, a link on a resource that breaks it down to little details. Thank you

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  • Simple step by step process to import MS Access data into SQL Server using SSIS

    Sometimes we need to import information from MS Access. We could use the Microsoft SQL Server Migration Assistant, but sometimes we need to add custom transformations and it is necessary to use more sophisticated tools. In this tip, we are going to walk through step by step how to migrate a MS Access table to SQL Server using SQL Server Integration Services (SSIS). What are your servers really trying to tell you? Find out with new SQL Monitor 3.0, an easy-to-use tool built for no-nonsense database professionals.For effortless insights into SQL Server, download a free trial today.

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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

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  • Chrome 9 : Google mise sur l'accélération graphique et dote sa future bêta d'un mode hors-ligne, pour Chrome OS ?

    Chrome 9 : Google mise sur l'accélération graphique Et dote sa future bêta d'un mode hors-ligne, pour Chrome OS ? Google mise sur l'accélération graphique dans son future navigateur Chrome 9. La firme vient de dévoiler les fonctionnalités qui seront introduites dans cette future version. Elle permettront : l'accélération graphique ; l'accélération des graphismes en 2D et le rendu des polices ; le décodage et le redimensionnement des vidéos ; la mise en forme graphique des transitions et des transformations CSS (Cascading Style Sheets). On note aussi l'amélioration de WebGL et du CSS 3D pour le support du graphisme 3D, permettant au navigateur de supporter ...

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  • Why do we move the world instead of the camera

    - by sharethis
    I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: http://open.gl/transformations In real life you're used to moving the camera to alter the view of a certain scene, in OpenGL it's the other way around. The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Why do we do that?

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  • Overview of XSLT

    - by kaleidoscope
    XSLT (Extensible Stylesheet Language Transformations) is a declarative- XMLbased language used for the transformation of XML documents into other XML documents. Using XSLT , the original document does not changed; rather, a new document is created based on the content of an existing one. XSLT is developed by the World Wide Web Consortium (W3C).   Using XSLT we can transform source xml file into another xml file, word file or Excel file.    XSLT Functions : -   There are the following built - in XSLT functions :   Name Description current() Returns the current node document() Used to access the nodes in an external XML document element-available() Tests whether the element specified is supported by the XSLT processor format-number() Converts a number into a string function-available() Tests whether the function specified is supported by the XSLT processor generate-id() Returns a string value that uniquely identifies a specified node key() Returns a node-set using the index specified by an <xsl:key> element system-property() Returns the value of the system properties unparsed-entity-uri() Returns the URI of an unparsed entity   For more information –   http://www.w3schools.com/xsl/default.asp   Technorati Tags: Ritesh, Overview of XSLT

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  • New "How do I ..." series

    - by Maria Colgan
    Over the last year or so the Optimizer development team has presented at a number of conferences and we got a lot of questions that start with "How do I ...". Where people were looking for a specific command or set of steps to fix a problem they had encountered. So we thought it would be a good idea to create a series of small posts that deal with these "How do I" question directly. We will use a simple example each time, that shows exactly what commands and procedures should be used to address a given problem. If you have an interesting "How do I .." question you would like to see us answer on the blog please email me and we will do our best to answer them! Watch out for the first post in this series which addresses the problem of "How do I deal with a third party application that has embedded hints that result in a sub-optimal execution plan in my environment?"

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  • Which app can I use for easily annotating pictures/screenshots?

    - by koushik
    Often I need to annotate (draw some arrows, lines, basic shapes like squares, ellipses etc and enter some text) on top of pictures (JPG, PNG images) and screenshots (again png images). I would also need to be able to crop, resize etc. I tried the Gimp but I could only enter text and perform all image transformations but couldn't find a way to draw boxes etc. I finally settled to Openoffice.org draw, but I know that isn't what I want, because in oodraw I need to insert my pic into a drawing and resize it (or the drawing) to fit and then go about making changes and finally export to png... Is there any image editor that allows adding shapes and text to jpg & png files and save the modified file in its place? If the tool can also have template collections (like dia does) for shapes that is an added bonus.

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • Web optimization

    - by hmloo
    1. CSS Optimization Organize your CSS code Good CSS organization helps with future maintainability of the site, it helps you and your team member understand the CSS more quickly and jump to specific styles. Structure CSS code For small project, you can break your CSS code in separate blocks according to the structure of the page or page content. for example you can break your CSS document according the content of your web page(e.g. Header, Main Content, Footer) Structure CSS file For large project, you may feel having too much CSS code in one place, so it's the best to structure your CSS into more CSS files, and use a master style sheet to import these style sheets. this solution can not only organize style structure, but also reduce server request./*--------------Master style sheet--------------*/ @import "Reset.css"; @import "Structure.css"; @import "Typography.css"; @import "Forms.css"; Create index for your CSS Another important thing is to create index at the beginning of your CSS file, index can help you quickly understand the whole CSS structure./*---------------------------------------- 1. Header 2. Navigation 3. Main Content 4. Sidebar 5. Footer ------------------------------------------*/ Writing efficient CSS selectors keep in mind that browsers match CSS selectors from right to left and the order of efficiency for selectors 1. id (#myid) 2. class (.myclass) 3. tag (div, h1, p) 4. adjacent sibling (h1 + p) 5. child (ul > li) 6. descendent (li a) 7. universal (*) 8. attribute (a[rel="external"]) 9. pseudo-class and pseudo element (a:hover, li:first) the rightmost selector is called "key selector", so when you write your CSS code, you should choose more efficient key selector. Here are some best practice: Don't tag-qualify Never do this:div#myid div.myclass .myclass#myid IDs are unique, classes are more unique than a tag so they don't need a tag. Doing so makes the selector less efficient. Avoid overqualifying selectors for example#nav a is more efficient thanul#nav li a Don't repeat declarationExample: body {font-size:12px;}h1 {font-size:12px;font-weight:bold;} since h1 is already inherited from body, so you don't need to repeate atrribute. Using 0 instead of 0px Always using #selector { margin: 0; } There’s no need to include the px after 0, removing all those superfluous px can reduce the size of your CSS file. Group declaration Example: h1 { font-size: 16pt; } h1 { color: #fff; } h1 { font-family: Arial, sans-serif; } it’s much better to combine them:h1 { font-size: 16pt; color: #fff; font-family: Arial, sans-serif; } Group selectorsExample: h1 { color: #fff; font-family: Arial, sans-serif; } h2 { color: #fff; font-family: Arial, sans-serif; } it would be much better if setup as:h1, h2 { color: #fff; font-family: Arial, sans-serif; } Group attributeExample: h1 { color: #fff; font-family: Arial, sans-serif; } h2 { color: #fff; font-family: Arial, sans-serif; font-size: 16pt; } you can set different rules for specific elements after setting a rule for a grouph1, h2 { color: #fff; font-family: Arial, sans-serif; } h2 { font-size: 16pt; } Using Shorthand PropertiesExample: #selector { margin-top: 8px; margin-right: 4px; margin-bottom: 8px; margin-left: 4px; }Better: #selector { margin: 8px 4px 8px 4px; }Best: #selector { margin: 8px 4px; } a good diagram illustrated how shorthand declarations are interpreted depending on how many values are specified for margin and padding property. instead of using:#selector { background-image: url(”logo.png”); background-position: top left; background-repeat: no-repeat; } is used:#selector { background: url(logo.png) no-repeat top left; } 2. Image Optimization Image Optimizer Image Optimizer is a free Visual Studio2010 extension that optimizes PNG, GIF and JPG file sizes without quality loss. It uses SmushIt and PunyPNG for the optimization. Just right click on any folder or images in Solution Explorer and choose optimize images, then it will automatically optimize all PNG, GIF and JPEG files in that folder. CSS Image Sprites CSS Image Sprites are a way to combine a collection of images to a single image, then use CSS background-position property to shift the visible area to show the required image, many images can take a long time to load and generates multiple server requests, so Image Sprite can reduce the number of server requests and improve site performance. You can use many online tools to generate your image sprite and CSS, and you can also try the Sprite and Image Optimization framework released by The ASP.NET team.

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