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  • What is the runtime of this program

    - by grebwerd
    I was wondering what the run time of this small program would be? #include <stdio.h> int main(int argc, char* argv[]) { int i; int j; int inputSize; int sum = 0; if(argc == 1) inputSize = 16; else inputSize = atoi(argv[i]); for(i = 1; i <= inputSize; i++){ for(j = i; j < inputSize; j *=2 ){ printf("The value of sum is %d\n",++sum); } } } n S floor(log n - log (n-i)) = ? i =1 and that each summation would be the floor value between log(n) - log(n-i). Would the run time be n log n?

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  • Podcast with AJI about iOS development coming from a .NET background

    - by Tim Hibbard
    I talked with Jeff and John from AJI Software the other day about developing for the iOS platform. We chatted about learning Xcode and Objective-C, provisioning devices and the app publishing process. We all have a .NET background and made lots of comparisons between the two platforms/ecosystems/fanbois. They even let me throw in a plug for Christian Radio Locator. Jeff was my first contact with the Kansas City .NET community. It was probably about 10 years ago. He pushed me to talk more (and rescued me from my first talk that bombed) and blog more. One time a group of us took a 16 hour car trip to South Carolina for a code camp and live podcasted the whole thing. Good times.Listen to the show Click here to subscribe to more AJI Reports in the future.

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  • Wine shader model 3.0 not detected

    - by LillyPopper
    I am trying to run eve off the latest version of wine. It was running just fine yesterday, now I go to start it and it tells me that I need shader model version 3.0. I followed this guide here for setting up wine: http://www.unixmen.com/install-and-configure-wine-to-play-latest-windows-games-in-linux-ubuntu-linuxmint-fedora/ I used a shortcut with the following command: wine "/media/gibbo/Games/EVE/eve.exe" Now it just seems to not work...after it was before Any ideas?

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  • How do I set up a .emacs initialization file? [migrated]

    - by Harry Weston
    I am using Linux Fedora 13 (Constantine) and emacs 23.1.1. I am trying to set up a .emacs file for initialization, by using emacs itself to edit and save a file .emacs in my home directory. However, although the file is there, emacs does not seem to recognize it. What might I be doing wrong, and is there a simple text for .emacs that will show me if it is being used, one that will display a message on emacs start up?

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  • Join Companies in Web and Telecoms by Adopting MySQL Cluster

    - by Antoinette O'Sullivan
    Join Web and Telecom companies who have adopted MySQL Cluster to facilitate application in the following areas: Web: High volume OLTP eCommerce User profile management Session management and caching Content management On-line gaming Telecoms: Subscriber databases (HLR/HSS) Service deliver platforms VAS: VoIP, IPTV and VoD Mobile content delivery Mobile payments LTE access To come up to speed on MySQL Cluster, take the 3-day MySQL Cluster training course. Events already on the schedule include:  Location  Date  Delivery Language  Berlin, Germany  16 December 2013  German  Munich, Germany  2 December 2013  German  Budapest, Hungary  4 December 2013  Hungarian  Madrid, Spain  9 December 2013  Spanish  Jakarta Barat, Indonesia  27 January 2014  English  Singapore  20 December 2013  English  Bangkok, Thailand  28 January 2014  English  San Francisco, CA, United States  28 May 2014  English  New York, NY, United States  17 December 2013  English For more information about this course or to request an additional event, go to the MySQL Curriculum Page (http://education.oracle.com/mysql).

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  • Using Unity – Part 4

    - by nmarun
    In this part, I’ll be discussing about constructor and property or setter injection. I’ve created a new class – Product3: 1: public class Product3 : IProduct 2: { 3: public string Name { get; set; } 4: [Dependency] 5: public IDistributor Distributor { get; set; } 6: public ILogger Logger { get; set; } 7:  8: public Product3(ILogger logger) 9: { 10: Logger = logger; 11: Name = "Product 1"; 12: } 13:  14: public string WriteProductDetails() 15: { 16: StringBuilder productDetails = new StringBuilder(); 17: productDetails.AppendFormat("{0}<br/>", Name); 18: productDetails.AppendFormat("{0}<br/>", Logger.WriteLog()); 19: productDetails.AppendFormat("{0}<br/>", Distributor.WriteDistributorDetails()); 20: return productDetails.ToString(); 21: } 22: } This version has a property of type IDistributor and takes a constructor parameter of type ILogger. The IDistributor property has a Dependency attribute (Microsoft.Practices.Unity namespace) applied to it. IDistributor and its implementation are shown below: 1: public interface IDistributor 2: { 3: string WriteDistributorDetails(); 4: } 5:  6: public class Distributor : IDistributor 7: { 8: public List<string> DistributorNames = new List<string>(); 9:  10: public Distributor() 11: { 12: DistributorNames.Add("Distributor1"); 13: DistributorNames.Add("Distributor2"); 14: DistributorNames.Add("Distributor3"); 15: DistributorNames.Add("Distributor4"); 16: } 17: public string WriteDistributorDetails() 18: { 19: StringBuilder distributors = new StringBuilder(); 20: for (int i = 0; i < DistributorNames.Count; i++) 21: { 22: distributors.AppendFormat("{0}<br/>", DistributorNames[i]); 23: } 24: return distributors.ToString(); 25: } 26: } ILogger and the FileLogger have the following definition: 1: public interface ILogger 2: { 3: string WriteLog(); 4: } 5:  6: public class FileLogger : ILogger 7: { 8: public string WriteLog() 9: { 10: return string.Format("Type: {0}", GetType()); 11: } 12: } The Unity container creates an instance of the dependent class (the Distributor class) within the scope of the target object (an instance of Product3 class that will be called by doing a Resolve<IProduct>() in the calling code) and assign this dependent object to the attributed property of the target object. To add to it, property injection is a form of optional injection of dependent objects.The dependent object instance is generated before the container returns the target object. Unlike constructor injection, you must apply the appropriate attribute in the target class to initiate property injection. Let’s see how to change the config file to make this work. The first step is to add all the type aliases: 1: <typeAlias alias="Product3" type="ProductModel.Product3, ProductModel"/> 2: <typeAlias alias="ILogger" type="ProductModel.ILogger, ProductModel"/> 3: <typeAlias alias="FileLogger" type="ProductModel.FileLogger, ProductModel"/> 4: <typeAlias alias="IDistributor" type="ProductModel.IDistributor, ProductModel"/> 5: <typeAlias alias="Distributor" type="ProductModel.Distributor, ProductModel"/> Now define mappings for these aliases: 1: <type type="ILogger" mapTo="FileLogger" /> 2: <type type="IDistributor" mapTo="Distributor" /> Next step is to define the constructor and property injection in the config file: 1: <type type="IProduct" mapTo="Product3" name="ComplexProduct"> 2: <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement, Microsoft.Practices.Unity.Configuration"> 3: <constructor> 4: <param name="logger" parameterType="ILogger" /> 5: </constructor> 6: <property name="Distributor" propertyType="IDistributor"> 7: <dependency /> 8: </property> 9: </typeConfig> 10: </type> There you see a constructor element that tells there’s a property named ‘logger’ that is of type ILogger. By default, the type of ILogger gets resolved to type FileLogger. There’s also a property named ‘Distributor’ which is of type IDistributor and which will get resolved to type Distributor. On the calling side, I’ve added a new button, whose click event does the following: 1: protected void InjectionButton_Click(object sender, EventArgs e) 2: { 3: unityContainer.RegisterType<IProduct, Product3>(); 4: IProduct product3 = unityContainer.Resolve<IProduct>(); 5: productDetailsLabel.Text = product3.WriteProductDetails(); 6: } This renders the following output: This completes the part for constructor and property injection. In the next blog, I’ll talk about Arrays and Generics. Please see the code used here.

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  • SQL Server - Rebuilding Indexes

    - by Renso
    Goal: Rebuild indexes in SQL server. This can be done one at a time or with the example script below to rebuild all index for a specified table or for all tables in a given database. Why? The data in indexes gets fragmented over time. That means that as the index grows, the newly added rows to the index are physically stored in other sections of the allocated database storage space. Kind of like when you load your Christmas shopping into the trunk of your car and it is full you continue to load some on the back seat, in the same way some storage buffer is created for your index but once that runs out the data is then stored in other storage space and your data in your index is no longer stored in contiguous physical pages. To access the index the database manager has to "string together" disparate fragments to create the full-index and create one contiguous set of pages for that index. Defragmentation fixes that. What does the fragmentation affect?Depending of course on how large the table is and how fragmented the data is, can cause SQL Server to perform unnecessary data reads, slowing down SQL Server’s performance.Which index to rebuild?As a rule consider that when reorganize a table's clustered index, all other non-clustered indexes on that same table will automatically be rebuilt. A table can only have one clustered index.How to rebuild all the index for one table:The DBCC DBREINDEX command will not automatically rebuild all of the indexes on a given table in a databaseHow to rebuild all indexes for all tables in a given database:USE [myDB]    -- enter your database name hereDECLARE @tableName varchar(255)DECLARE TableCursor CURSOR FORSELECT table_name FROM information_schema.tablesWHERE table_type = 'base table'OPEN TableCursorFETCH NEXT FROM TableCursor INTO @tableNameWHILE @@FETCH_STATUS = 0BEGINDBCC DBREINDEX(@tableName,' ',90)     --a fill factor of 90%FETCH NEXT FROM TableCursor INTO @tableNameENDCLOSE TableCursorDEALLOCATE TableCursorWhat does this script do?Reindexes all indexes in all tables of the given database. Each index is filled with a fill factor of 90%. While the command DBCC DBREINDEX runs and rebuilds the indexes, that the table becomes unavailable for use by your users temporarily until the rebuild has completed, so don't do this during production  hours as it will create a shared lock on the tables, although it will allow for read-only uncommitted data reads; i.e.e SELECT.What is the fill factor?Is the percentage of space on each index page for storing data when the index is created or rebuilt. It replaces the fill factor when the index was created, becoming the new default for the index and for any other nonclustered indexes rebuilt because a clustered index is rebuilt. When fillfactor is 0, DBCC DBREINDEX uses the fill factor value last specified for the index. This value is stored in the sys.indexes catalog view. If fillfactor is specified, table_name and index_name must be specified. If fillfactor is not specified, the default fill factor, 100, is used.How do I determine the level of fragmentation?Run the DBCC SHOWCONTIG command. However this requires you to specify the ID of both the table and index being. To make it a lot easier by only requiring you to specify the table name and/or index you can run this script:DECLARE@ID int,@IndexID int,@IndexName varchar(128)--Specify the table and index namesSELECT @IndexName = ‘index_name’    --name of the indexSET @ID = OBJECT_ID(‘table_name’)  -- name of the tableSELECT @IndexID = IndIDFROM sysindexesWHERE id = @ID AND name = @IndexName--Show the level of fragmentationDBCC SHOWCONTIG (@id, @IndexID)Here is an example:DBCC SHOWCONTIG scanning 'Tickets' table...Table: 'Tickets' (1829581556); index ID: 1, database ID: 13TABLE level scan performed.- Pages Scanned................................: 915- Extents Scanned..............................: 119- Extent Switches..............................: 281- Avg. Pages per Extent........................: 7.7- Scan Density [Best Count:Actual Count].......: 40.78% [115:282]- Logical Scan Fragmentation ..................: 16.28%- Extent Scan Fragmentation ...................: 99.16%- Avg. Bytes Free per Page.....................: 2457.0- Avg. Page Density (full).....................: 69.64%DBCC execution completed. If DBCC printed error messages, contact your system administrator.What's important here?The Scan Density; Ideally it should be 100%. As time goes by it drops as fragmentation occurs. When the level drops below 75%, you should consider re-indexing.Here are the results of the same table and clustered index after running the script:DBCC SHOWCONTIG scanning 'Tickets' table...Table: 'Tickets' (1829581556); index ID: 1, database ID: 13TABLE level scan performed.- Pages Scanned................................: 692- Extents Scanned..............................: 87- Extent Switches..............................: 86- Avg. Pages per Extent........................: 8.0- Scan Density [Best Count:Actual Count].......: 100.00% [87:87]- Logical Scan Fragmentation ..................: 0.00%- Extent Scan Fragmentation ...................: 22.99%- Avg. Bytes Free per Page.....................: 639.8- Avg. Page Density (full).....................: 92.10%DBCC execution completed. If DBCC printed error messages, contact your system administrator.What's different?The Scan Density has increased from 40.78% to 100%; no fragmentation on the clustered index. Note that since we rebuilt the clustered index, all other index were also rebuilt.

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • Problem with .sh file

    - by omgzor
    I don't have any experience writing .sh files. I want to run the pvm2raw utility of this app from the Volume Library. I get the following error when running build.sh in Ubuntu 10.10. build.sh is as follows: # make command set mmfile=V3Makefile set make="make -f $mmfile" set rule=$1 if ($rule == "") set rule="all" // line 16 if ($rule == "deps") then if ($HOSTTYPE == "iris4d") $make MAKEDEPEND="CC -M" OPTS="-DHAVE_CONFIG_H -DVIEWER_HAVE_DCMTK" TARGET=IRIX depend if ($HOSTTYPE == "i386") $make MAKEDEPEND="c++ -M -I/usr/X11R6/include" OPTS="-DHAVE_CONFIG_H -DVIEWER_HAVE_DCMTK" TARGET=LINUX depend What's wrong there? Edit: I followed kniwor's advice and installed csh. Now I get the following error: How can I solve this Undefined variable problem?

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  • Firefox 4 : sortie officielle prévue pour le 22 mars, mais Mozilla se montre prudent

    Firefox 4 : sortie officielle prévue pour le 22 mars Mais Mozilla se veut prudent Mise à jour du 16/03/11 « Il n'y a plus de problèmes majeurs connus qui peuvent nous empêcher de passer de la RC1 à la version finale ». Damon Sicore, un des responsables les plus importants du développement chez Mozilla, vient d'annoncer la bonne nouvelle sur un file de discussion dédié au planning du prochain, et très attendu, Firefox 4. Après plusieurs retards successifs (le navigateur était initialement prévu fin 2010, puis au plus tard pour la fin du mois dernier), Firefox 4 sera officiellement disponible le 22 mars. En théorie.

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  • Unable to install any linux based os in my HP PAVILION DV6 notebook

    - by Nawin SS
    I tried to install ubuntu 11.04 and 12.04 both with wubi and with dvd.With wubi even when the installation is successfull the os wont boot after some time.and with dvd it shows error "0x0009"and the intallation stops. The same is the case with any linux based os i try to install.With fedora the installation stops after the display,"Detecting hard drive...".Are there any settings that must be changed in my system. Please instruct me how to overcome this obstacle.I am stuck..!

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be .png, .jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan B (actually, I'm probably on plan 'E' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the API. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via JNI (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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  • The Ultimate Nexus 7 Troubleshooting Guide: 6 Potential Problems and How to Fix Them

    - by Chris Hoffman
    Have you had any issues with your Nexus 7? We’ve run into quite a few problems and fixed them all – from bad performance and touch-screen responsiveness issues to tablets that won’t power on and separating screens. Some of these problems may not be common – or may be fixed with newer hardware or software updates — but they’re all problems we’ve run into. We’ve collected the solutions here so you don’t have to dig through forum posts. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • 20 to 40 seconds pause during the boot on 12.04

    - by Vilmantas Baranauskas
    I've just installed new ASRock B75M-ITX Mainboard and fresh Ubuntu 12.04 on it. During the boot, there is a 20 to 40 seconds pause when goa-daemon is starting (/var/log/syslog): Jul 7 11:13:28 sirius goa[1933]: goa-daemon version 3.4.0 starting [main.c:112, main()] Jul 7 11:13:51 sirius kernel: [ 102.771893] ata3.00: exception Emask 0x0 SAct 0x0 SErr 0x0 action 0x6 frozen Any ideas what is wrong and how should I proceed trouble-shooting this? EDIT: Thank you for the tip regarding ATA. I've found following in the logs: Jul 8 10:54:20 sirius kernel: [ 6.007532] ata1: link is slow to respond, please be patient (ready=0) Jul 8 10:54:20 sirius kernel: [ 10.648618] ata1: COMRESET failed (errno=-16) The problem vanished when I've reconnected the Intel G1 SSD from SATA3 to SATA2 connector.

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  • What is use of universal character names in identifiers in C++11

    - by Jan Hudec
    The new C++ standard specifies universal character names, written as \uNNNN and \UNNNNNNNN and representing the characters with unicode codepoints NNNN/NNNNNNNN. This is useful with string literals, especially since explicitly UTF-8, UTF-16 and UCS-4 string literals are also defined. However, the universal character literals are also allowed in identifiers. What is the motivation behind that? The syntax is obviously totally unreadable, the identifiers may be mangled for the linker and it's not like there was any standard function to retrieve symbols by name anyway. So why would anybody actually use an identifier with universal character literals in it?

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • ORACLE UNIVERSITY

    - by mseika
    Expert Seminar in Dubai: Oracle Database Security Audit with Pete Finnigan Oracle University's Expert Seminars are delivered by the best Oracle Gurus in the industry from all over the world. These unique and informative seminars are designed to provide you with expert insight in your area of interest. Pete Finnigan is delivering the Expert Seminar ‘Oracle Database Security Audit’ on 16-17 January 2013 in Dubai. You can find more information here. Please note: Your OPN discount is applied to the standard price shown on the website. For assistance with bookings contact Oracle University: eMail: [email protected] Telephone: +971 4 39 09 050

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  • Stream sound card output to icecast2 via darkice

    - by Alberto Burgos
    I want to stream to icecast server via darkice, the default .cfg comes with /dev/dsp, witch is OSS, but there is no /dev/dsp in Ubuntu 12.10, so I tried hw:0,0, but it's just the microphone, and I would like to stream all of the sound-card output. Any ideas? cat /proc/asound/cards 0 [SB ]: HDA-Intel - HDA ATI SB HDA ATI SB at 0xf8700000 irq 16 cat /proc/asound/devices 1: : sequencer 2: [ 0- 0]: digital audio playback 3: [ 0- 0]: digital audio capture 4: [ 0- 0]: hardware dependent 5: [ 0] : control 33: : timer I tried following this post: How can I stream my soundcard output?

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  • ifconfig not showing all IPs bound to the machine

    - by pankaj sharma
    I have configured multiple IP addresses on a ubuntu box, but when I run ifconfig it shows just one of them. I am able, however, to ping all other adresses assigned to this machine. /etc/network/interface contents: # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet static address 192.168.202.11 netmask 255.255.255.0 network 192.168.202.0 broadcast 192.168.202.255 gateway 192.168.202.1 # dns-* options are implemented by the resolvconf package, if installed dns-search idil.dz1.da auto eth0:1 iface eth0:1 inet static address 192.168.202.12 netmask 255.255.255.0 auto eth0:2 iface eth0:2 inet static address 192.168.202.13 netmask 255.255.255.0 auto eth0:3 iface eth0:3 inet static address 192.168.202.14 netmask 255.255.255.0 auto eth0:4 iface eth0:4 inet static address 192.168.202.15 netmask 255.255.255.0 auto eth0:5 iface eth0:5 inet static address 192.168.202.16 netmask 255.255.255.0 but the output of the ifconfig is only: 192.168.202.11

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  • Le développement de PHP6 est suspendu, reprendra-t-il un jour ?

    Mise à jour du 22.03.2010 par Katleen Le développement de PHP6 est suspendu, reprendra-t-il un jour ? Après moult déboires, le développement de PHP6 a finalement été arreté. L'implémentation d'Unicode dans le futur langage devanait un véritable casse-tête technique qui aurait motivé ce jeté d'éponge. C'est UTF-16 qui avait été choisi pour le support de l'Unicode dans PHP, mais ce développement s'est avèré trop difficile et la compatibilité très mauvaise. Le travail est donc mis en stand-by pour une durée indéterminée, le temps de se vider la tête pour les programmeurs, puis de réfléchir à une autre solution pour l'intégration d'Unicode. PHP6 sera-t-il achevé un jo...

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  • What do I need to know about Data Structures and Algorithms in the "real" world

    - by Ray T Champion
    I just finished the data structures and algorithms course in school , I took it during the summer so 6wks course vs a 16 wk course during the regular semester. So not only was the course hard but it was really really really fast. My question is what do I need to know about data structures in the real world? I understand what they do and how they work, for the most part, but I had a real tough time coding them , I wouldn't be able to write the code for a binary tree class or a balanced tree class from scratch .... Is that bad? should I retake it , or is knowledge of how they work sufficient, without being able to write the classes from scratch?

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  • Ubuntu 14.04 doesn't detect my discrete GPU

    - by user258887
    I recently purchased a laptop with an Nvidia GeForce 860m, and have installed Ubuntu 14.04. On my old laptop I had 12.04, which automatically filled Additional Drivers with Nvidia drivers. But on this computer, the only thing in Additional Drivers is Qualcomm. So I manually installed Nvidia, but X Server Settings doesn't seem to detect any GPU... lspci | grep VGA reports only my integrated Intel GPU, but lspci -v reports many things, including the Nvidia GPU: 01:00.0 3D controller: NVIDIA Corporation GM107M [GeForce GTX 860M] (rev a2) Subsystem: ASUSTeK Computer Inc. Device 157d Flags: fast devsel, IRQ 16 Memory at ec000000 (32-bit, non-prefetchable) [size=16M] Memory at c0000000 (64-bit, prefetchable) [size=256M] Memory at d0000000 (64-bit, prefetchable) [size=32M] I/O ports at e000 [size=128] Expansion ROM at ed000000 [disabled] [size=512K] Capabilities: access denied Don't know what any of that means. Not sure if it's supposed to say 'access denied'... I need my GPU to do CUDA and OpenGL programming. What else can I do to figure out why this isn't working?

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  • PNG file loading error in ImageMagick

    - by khanhhh89
    I'm trying to understand the tutorial 16 at http://ogldev.atspace.co.uk, which requires the image processing library ImageMagick. But when I run the tutorial, I encountered an following error: freeglut: failed to change scree settings Error loading textures 'test.png': no decode delegates for this image format 'C:/../appdata/magick-6024a_cIJcw90t-j'@error/constitute.c/ReadImage/552 I searched for google and found that my ImageMagick library do not have PNG Delegaes, but when I checked for the information of ImageMagick, it sees PNG in its delegate lists. Command line: convert -configure Result: LIB_VERSION 0x687 DELEGATES: bzlib, freetype, jpeg, jp2, lcms, png, tiff, x11, xml, wmf, zlib Could you explain to me this error, thanks so much!

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  • Banshee won't sync OGG format to my iphone

    - by Daze
    I have a jailbroken iphone 3g with 16 gigs of memory and I've been putting my music on it from banshee lately and have been having almost no issue. Unfortunately, I just added a few albums to my Banshee library and tried to sync them to my iphone, but every time I try, i see a hundred or so errors saying that the device doesn't support the ogg format and there was no converter found. I'm still pretty much a newb at this stuff, so please help me and dumb down your answer. I'm running 12.04 and again, using an iphone 3g with no sim card, but it's been jailbroken and is used primarily for it's music function.

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  • Hex Dump using LINQ (in 7 lines of code)

    Eric White has posted an interesting LINQ query on his blog that shows how to create a Hex Dump in something like 7 lines of code.Of course, this is not production grade code, but it's another good example that demonstrates the expressiveness of LINQ.Here is the code:byte[] ba = File.ReadAllBytes("test.xml");int bytesPerLine = 16;string hexDump = ba.Select((c, i) => new { Char = c, Chunk = i / bytesPerLine })    .GroupBy(c => c.Chunk)    .Select(g => g.Select(c...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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