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  • using heightmap to simulate 3d in an isometric 2d game

    - by VaTTeRGeR
    I saw a video of an 2.5d engine that used heightmaps to do zbuffering. Is this hard to do? I have more or less no idea of Opengl(lwjgl) and that stuff. I could imagine, that you compare each pixel and its depthmap to the depthmap of the already drawn background to determine if it gets drawn or not. Are there any tutorials on how to do this, is this a common problem? It would already be awesome if somebody knows the names of the Opengl commands so that i can go through some general tutorials on that. greets! Great 2.5d engine with the needed effect, pls go to the last 30 seconds Edit, just realised, that my question wasn't quite clear expressed: How can i tell Opengl to compare the existing depthbuffer with an grayscale texure, to determine if a pixel should get drawn or not?

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  • Wubi 12.04 boot error message

    - by Leandro
    Im having a boot problem with my Wubi 12.04 system. When Ubuntu starts to boot up, a message will appear in my screen and it's something like: T#s..... does not exist Sorry, I couldn't read all the message. Then another message pop-out after Ubuntu loading screen this time the message is this: Gave up waiting for root device. Common problems: -Boot args (cat /proc/cmdline) -check rootdelay= (did the system wait long enough?) -check root= (did the system wait for the right device?) -missing module (cat /proc/module: ls /dev) ALERT! /dev/disk/by/by_uuid/EODC2345DC231576 does not exist. Dropping to a shell

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  • Testing Reference Data Mappings

    - by Michael Stephenson
    Background Mapping reference data is one of the common scenarios in BizTalk development and its usually a bit of a pain when you need to manage a lot of reference data whether it be through the BizTalk Cross Referencing features or some kind of custom solution. I have seen many cases where only a couple of the mapping conditions are ever tested. Approach As usual I like to see these things tested in isolation before you start using them in your BizTalk maps so you know your mapping functions are working as expected. This approach can be used for almost all of your reference data type mapping functions where you can take advantage of MSTests data driven tests to test lots of conditions without having to write millions of tests. Walk Through Rather than go into the details of this here, I'm going to call out to one of my colleagues who wrote a nice little walk through about using data driven tests a while back. Check out Callum's blog: http://callumhibbert.blogspot.com/2009/07/data-driven-tests-with-mstest.html

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  • Is there a list of shortcuts which are not reserved in any major browser?

    - by MainMa
    In the past, when I implemented shortcuts for web applications, I used different ones for different browsers: for example Ctrl+Shift+A was used in Chrome, but would be something else, like Ctrl+Shift+C in Firefox, since Firefox reserves the Ctrl+Shift+A shortcut for add-ons. Actually, I have a project where it would be nice to have the same shortcuts for every browser. Is there a list of shortcuts which are not reserved in any major browser (Chrome, Firefox, Safari, IE and Opera) or do I have to do my own by listing? Google wasn't helpful, since it rather shows the list of shortcuts which are common to all major browsers.

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  • Are there any specific workflows or design patterns that are commonly used to create large functional programming applications?

    - by Andrew
    I have been exploring Clojure for a while now, although I haven't used it on any nontrivial projects. Basically, I have just been getting comfortable with the syntax and some of the idioms. Coming from an OOP background, with Clojure being the first functional language that I have looked very much into, I'm naturally not as comfortable with the functional way of doing things. That said, are there any specific workflows or design patterns that are common with creating large functional applications? I'd really like to start using functional programming "for real", but I'm afraid that with my current lack of expertise, it would result in an epic fail. The "Gang of Four" is such a standard for OO programmers, but is there anything similar that is more directed at the functional paradigm? Most of the resources that I have found have great programming nuggets, but they don't step back to give a broader, more architectural look.

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  • Structure vs. programming

    - by ChristopherW
    Is it bad that I often find myself spending more time on program structure than actually writing code inside methods? Is this common? I feel I spend more time laying the foundation than actually building the house (metaphorically). While I understand that without a good foundation the house will cave in, but does it legitimately need to take half of the project to finalize code structure? I understand design patterns, and I know where to go if I need help on choosing one, but often I find myself doubting my own choices.

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  • concurrency::index<N> from amp.h

    - by Daniel Moth
    Overview C++ AMP introduces a new template class index<N>, where N can be any value greater than zero, that represents a unique point in N-dimensional space, e.g. if N=2 then an index<2> object represents a point in 2-dimensional space. This class is essentially a coordinate vector of N integers representing a position in space relative to the origin of that space. It is ordered from most-significant to least-significant (so, if the 2-dimensional space is rows and columns, the first component represents the rows). The underlying type is a signed 32-bit integer, and component values can be negative. The rank field returns N. Creating an index The default parameterless constructor returns an index with each dimension set to zero, e.g. index<3> idx; //represents point (0,0,0) An index can also be created from another index through the copy constructor or assignment, e.g. index<3> idx2(idx); //or index<3> idx2 = idx; To create an index representing something other than 0, you call its constructor as per the following 4-dimensional example: int temp[4] = {2,4,-2,0}; index<4> idx(temp); Note that there are convenience constructors (that don’t require an array argument) for creating index objects of rank 1, 2, and 3, since those are the most common dimensions used, e.g. index<1> idx(3); index<2> idx(3, 6); index<3> idx(3, 6, 12); Accessing the component values You can access each component using the familiar subscript operator, e.g. One-dimensional example: index<1> idx(4); int i = idx[0]; // i=4 Two-dimensional example: index<2> idx(4,5); int i = idx[0]; // i=4 int j = idx[1]; // j=5 Three-dimensional example: index<3> idx(4,5,6); int i = idx[0]; // i=4 int j = idx[1]; // j=5 int k = idx[2]; // k=6 Basic operations Once you have your multi-dimensional point represented in the index, you can now treat it as a single entity, including performing common operations between it and an integer (through operator overloading): -- (pre- and post- decrement), ++ (pre- and post- increment), %=, *=, /=, +=, -=,%, *, /, +, -. There are also operator overloads for operations between index objects, i.e. ==, !=, +=, -=, +, –. Here is an example (where no assertions are broken): index<2> idx_a; index<2> idx_b(0, 0); index<2> idx_c(6, 9); _ASSERT(idx_a.rank == 2); _ASSERT(idx_a == idx_b); _ASSERT(idx_a != idx_c); idx_a += 5; idx_a[1] += 3; idx_a++; _ASSERT(idx_a != idx_b); _ASSERT(idx_a == idx_c); idx_b = idx_b + 10; idx_b -= index<2>(4, 1); _ASSERT(idx_a == idx_b); Usage You'll most commonly use index<N> objects to index into data types that we'll cover in future posts (namely array and array_view). Also when we look at the new parallel_for_each function we'll see that an index<N> object is the single parameter to the lambda, representing the (multi-dimensional) thread index… In the next post we'll go beyond being able to represent an N-dimensional point in space, and we'll see how to define the N-dimensional space itself through the extent<N> class. Comments about this post by Daniel Moth welcome at the original blog.

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  • UPK Pre-Built Content Update

    - by Karen Rihs
    UPK pre-built content development efforts are always underway and growing. Over the last few months, the following new and upgraded modules became available:  NEW CONTENT RELEASES E-Business Suite 12.1 Field Service Manufacturing Operations Center Process Manufacturing:  System Administration Strategic Network Optimization U.S. Federal Financials Oracle Communications 11.1 Oracle Communications UPK for Pricing Design Center, Voice and Data Offerings Oracle Mobile Workforce 2.1.0 Administrative Setup User Tasks Primavera Primavera Portfolio Management 9.0 UPK CONTENT UPGRADES JDE E1 9.1 HCM Fundamentals for EnterpriseOne Manufacturing - Product Data Management Manufacturing Management Discrete Shop Floor Management Procurement and Subcontract Management JDE World A9.3 Accounts Payable Address Book  Common Foundation General Ledger For a list of modules currently available for each product line, visit the UPK Resource Library on Oracle.com. For more information on how your organization can take advantage of UPK pre-built content, see our previous blog,  The Value of UPK Pre-Built Content. - Karen Rihs, UPK Outbound Product Management

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  • NorCal Weekly .Net is Up Now! Catch All for the .Net Events in Northern California!

      Ive always wanted a place that I could look through to find what .net events are going on in Northern California.  Ive found that there is a core group of people with common interested... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What is Perl's relation with hackers?

    - by K.Steff
    I know Perl is a language revered by many hackers (as in hacker vs cracker) and respected by many good programmers for its expressiveness. I also realize it is useful to know and it's very handy at generalizing common Unix tasks (Unix here includes Linux and Cygwin). I also know that being a good hacker probably means you're a good programmer in general (references on this one are sparse around the web, but about everything Paul Graham has ever written seems approving of this statement to me). So my question is whether there is a reason that attracts hackers to Perl in particular? Will learing Perl improve my general programming, problem-solving and hacking skills if done properly? Does it present unique tools that are more useful to a hacker?

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  • Returning Images from ASP.NET Web API

    - by bipinjoshi
    Sometimes you need to save and retrieve image data in SQL Server as a part of Web API functionality. A common approach is to save images as physical image files on the web server and then store the image URL in a SQL Server database. However, at times you need to store image data directly into a SQL Server database rather than the image URL. While dealing with the later scenario you need to read images from a database and then return this image data from your Web API. This article shows the steps involved in this process. http://www.bipinjoshi.net/articles/4b9922c3-0982-4e8f-812c-488ff4dbd507.aspx

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • Best way to store motion changes to reduce memory

    - by Andrew Simpson
    I am comparing jpeg to jpeg in a constant 'video-stream'. i am using EMGU/OpenCV to compare each pixels at the byte level. There are 3 channels to each image (RGB). I had heard that it is common practice to store only the pixels that have changed between frames as a way of conserving memory space. But, if for instance/example I say EVERY pixel has changed (pls note i am using an exaggerated example to make my point and i would normally discard such large changes) then the resultant bytes saved is 3 times larger than the original jpeg. How can I store such motion changes efficiently? thanks

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  • Shared hosting banwidth limits

    - by mike
    I have a shared hosting account with a 20GB monthly bandwidth limit. I have exceeded my monthly limit and according to my host my counter is never reset, they say they use a continuous 30 day counter. So for example, I make payment on the 1st of each month, say I use 20GB in the last week of the month. My bandwidth counter is not reset on the 1st of the new month and my bandwidth will only become available in the last week of the new month. Is this common practice by shared hosting companies? Sounds a bit shady to me. Surely my counters should be reset on the 1st of every month when I make payment and 20GB of bandwidth should be available from the day payment is made?

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  • Can't print, CUPS package corrupted and hangs on re-install

    - by Little Bobby Tables
    When I upgraded to Ubuntu 10.4 (Maverick), the upgrade process got stuck on the post-installation of the CUPS package. I had to kill processes and run several forced updates before I could finally get regular updated. Ever since I can't print - The printed file gets messed up and crashes the printer. I also can't re-install CUPS, as each time the installation hangs and I have to kill it before it completes. I tried to find a workaround for this problem, but in vain. Does anyone know how to bypass this? Or at least why can the post-installation hang, and how to re-install a problematic package? Some system specs and other hints: Dell D630 laptop running Ubuntu 10.4, Gnome desktop, standard LAN network, printing to an LPD server. Everything worked fine on 9.10. Also, the printed files themselves are not corrupted. The problem does not seem to be Evince-specific, but common to all printouts.

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  • HLSL problem with divide by homogeneous component

    - by Berend
    When I try to divide my position.z by my position.w in HLSL I get as result always 1.0f or higher. Is this a common problem for some reason? When I divide my position.x or y by the w this works fine. But the divide for the z gives a wrong result. I use the view matrix for my camera and the projection matrix as i use it in the game because I want to create a depthmap from the cameraposition. Can anybody explain what I'm doing wrong? Do I need another view matrix?

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  • Adjust Terminal - (Arch-like Info-Screen)

    - by Daniel
    I use Ubuntu for many years but recently I discovered a nice feature in Arch. It is common to display system-information on headless servers on ssh-login, on Ubuntu its the landscape- package. I wounded if it's possible to create the same for the normal terminal in Ubuntu . Like the terminal in Arch I think it might be useful to have this information displayed, at the time one starts the terminal. Is it possible to create something like this for the terminal, and if so what would you suggest? I tried motd but these messages were not displayed. Daniel

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  • Community Day at SOS Kinderdorf Bambous

    Easter is not only an occassion of public holidays but an opportunity to share and celebrate with your neighborhood. The team of IOS Indian Ocean Software Ltd. spent Easter Monday with the children and "mothers" of SOS Children's Village in Bambous. Together with the employees' family members we enjoyed some wonderful hours together. Starting the community day with a common lunch, IOS contributed mainly stationery, educational gifts and games like Scrabble or Sudoku. And of course, a little give-away with chocolate eggs... The kids are aged between 5 and 18 years. They live together with their village mothers in so-called family houses. The SOS Kinderdorf in Bambous is quite new and started their operations back in 2003, with an official inauguration in May 2005. Actually, I'm really happy about this event and I am looking forward to IOS next community activity. Community off-line and for real people, not only virtual!   PS: Article in L'Express of 09.04.2010

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • What is Camera Raw, and Why Would a Professional Prefer it to JPG?

    - by Eric Z Goodnight
    A common setting on many digital cameras, RAW is a filetype option many professional photographers prefer over JPG, despite a huge disparity in filesize. Find out why, what RAW is, and how you can benefit using this professional quality filetype Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain Angry Birds Coming to PS3 and PSP This Week I Hate Mondays Wallpaper for That First Day Back at Work Tune Pop Enhances Android Music Notifications

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  • What happens after `ubuntu-bug` has done it's thing?

    - by guntbert
    Until some time ago you ran apport-bug or ubuntu-bug to start reporting a bug. The system would then open launchpad with your account, upload the collected information and let you add more info to the bug report. Now when I run gksudo ubuntu-bug (for instance with a crash-file as argument) the common bug dialog appears and thats all. Where is the report being sent to? Definitely not to launchpad as a bug report (although in the concrete situation people have been able to file a report about that bug). So: where is this report sent to (and just maybe) how can I still file a bug report from my system (makes uploading of the pertaining files much easier) Could it be that "the system" decided that this would be a duplicate of an already existing bug?

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  • How do I simulate the mouse and keyboard using C# or C++?

    - by Art
    I want to start develop for Kinect, but hardest theme for it - how to send keyboard and mouse input to any application. In previous question I got an advice to develop my own driver for this devices, but this will take a while. I imagine application like a gate, that can translate SendMessage's into system wide input or driver application with API to send this inputs. So I wonder, is there are drivers or simulators that can interact with C# or C++? Small edition: SendMessage, PostMessage, keybd_event will work only on Windows application with common messages loop. So I need driver application that will work on low, kernel, level.

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  • Why are so many questions closed? [closed]

    - by Kim Jong Woo
    Why is there so many questions on this stackexchange site closed? I mean far more than usual. Even very high quality discussions are closed. Doesn't this high number of closed questions with high number of views and good quality of content seem like that the current policy that governs the criteria for appropriate question might be going against nature? I mean it feels as if lot of questions or discussions are everything surrounding programmer, programming, and need not be objective or seeking definitive answer. It appears lot of questions are of inquisitive nature seeking insight into other programmers and finding common subjects of interest. Is it possible for mods to relax a bit? I mean lot of great questions with [closed] tag everywhere doesn't do justice. This question in itself is a perfect example of what I am talking about and it will be closed. But I think my point is clear.

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  • Why doesn't Microsoft support virtualizing a Server OS on Windows 7?

    - by Nathan DeWitt
    Microsoft doesn't support any server operating systems in Windows Virtual PC. Virtual Server 2005 doesn't run on Windows 7. Hyper-V is great, but I don't want to run Server 2008 as my main OS, and I love having Windows 7 run on the bare metal. I don't want to mess around with a dual boot. My only option to continue developing in Windows 7 with a virtual server environment on hand is VMWare or VirtualBox. Other members in my team use Hyper-V, and VHDs are common. I'd prefer to be able to use their VHDs, so that leaves me VirtualBox. Does anyone know if Microsoft is planning on bringing server virtualization back to the workstation?

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  • In which directory to write game save files/data?

    - by Klaim
    I need a definite list of directories, one or more per platform, where to put game save files and other game generated data. Either based no the OS developer specification, or because it is common usage if there is no recommandation. Please provide one answer per platform, with different directories. Also, example of how to get the directory location in C++ or C is best, as it's the language you'll have more hard time. Locations: Player's game data (saved games, config). Shared game data (like high-score or config for all computer users). Temporary game data (aka cache directory).

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