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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • One-Time Boosts

    - by andyleonard
    Introduction This post is the eighteenth part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings Everything Changes Getting It Right The First Time This post...(read more)

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  • Is there such a thing as a Google Result Set simulator?

    - by Dave Adams
    I am always making tweaks to my site, be it in the .htaccess file, some new SEO plugin, different types of content or whatever. For all these changes, I would really like to be able test it immediately and see if the change had any positive or negative effect. I am just wondering if there was some way of doing immediate testing using some simulator instead of having to wait for Google to discover and index it - which could take a long time.

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • T-SQL Tuesday: Personality Clashes, Style Collisions, and Differences of Opinion

    - by andyleonard
    This post is the twenty-sixth part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings Everything Changes Getting It Right The First Time One-Time Boosts Institutionalized!...(read more)

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  • How to utilise a newly acquired keyword domain to contribute to an already existing healthy website?

    - by vDog
    My client's website has just reached spot 1 for the most valuable keyword. We acquired the domain that was at #1 spot. It's a keyword domain (targetkeyword.tld). Just wondering what would be the best way to make use of it. A permanent redirect or a single page that hyperlinks to the brand website? Should I be concerned about anything negative associated to this keyword domain (poor backlinks and the fact that this website was down for about one month)?

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  • Ten Problems with XQuery and the SQL/XML Standard

    XQuery and SQL/XML standard are processors for XML. SQL/XML was designed to try to match the capabilities of XQuery as closely as possible and XQuery was designed not only to support XML, but also to support relational processing. Read on to learn why this may have a negative influence on their capabilities.

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  • How does process priority influence a process

    - by Luis Alvarado - The Wolverine
    Assuming we have read the following question: Change niceness (priority) of a running process and we know about root, non-root permissions: What actually happens when a running process (Through renice) or a new process (Through nice) gets its priority changed to a positive/negative value it previously had. Does it mean more memory is assign to it? Does more CPU power go to that particular process? Does it reduce any timing for resources for that process? What happens when the process priority change?

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  • Proactive Reputation Management and Your SEO-SEM Company

    Reputation management is often seen as necessary only when a negative publicity attack is under way. While working with an accomplished reputation management company in such circumstances can counter an attack and minimize potential damage, the best results are actually seen when companies start working with a company that will both build and protect their reputation prior to any kind of attack.

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  • Everything Changes

    - by andyleonard
    Introduction This post is the sixteenth part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings This post is about change. Your Cheese Has Moved You may not...(read more)

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  • Disruption

    - by andyleonard
    Introduction This post is the thirty-first part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings Everything Changes Getting It Right The First Time One-Time...(read more)

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  • What if I can't make my unit test fail in "Red, Green, Refactor" of TDD?

    - by Joshua Harris
    So let's say that I have a test: @Test public void MoveY_MoveZero_DoesNotMove() { Point p = new Point(50.0, 50.0); p.MoveY(0.0); Assert.assertAreEqual(50.0, p.Y); } This test then causes me to create the class Point: public class Point { double X; double Y; public void MoveY(double yDisplace) { throw new NotYetImplementedException(); } } Ok. It fails. Good. Then I remove the exception and I get green. Great, but of course I need to test if it changes value. So I write a test that calls p.MoveY(10.0) and checks if p.Y is equal to 60.0. It fails, so then I change the function to look like so: public void MoveY(double yDisplace) { Y += yDisplace; } Great, now I have green again and I can move on. I've tested not moving and moving in the positive direction, so naturally I should test a negative value. The only problem with this test is that if I wrote the test correctly, then it doesn't fail at first. That means that I didn't fit the principle of "Red, Green, Refactor." Of course, This is a first-world problem of TDD, but getting a fail at first is helpful in that it shows that your test can fail. Otherwise this seemingly innocent test that is just passing for incorrect reasons could fail later because it was written wrong. That might not be a problem if it happened 5 minutes later, but what if it happens to the poor-sap that inheirited your code two years later. What he knows is that MoveY does not work with negative values because that is what the test is telling him. But, it really could work and just be a bug in the test. I don't think that would happen in this particular case because the code sample is so simple, but if it were a large complicated system that might not be the case. It seems crazy to say that I want to fail my tests, but that is an important step in TDD, for good reasons.

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  • Crystal Reports: 3 New Uses For Sub Reports

    I hate sub reports and always consider them the last resort in any reporting solution. The negative effect on performance and maintainability is just not worth the easy ride they give the report writer. Nine times out of ten reporting requirements can be met using a little forethought and planning (and a solid understanding of formulas). With that said, there are a few novel ways of using sub reports which will not affect performance and actually prove a boon to the developer.

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  • Coopertition

    - by andyleonard
    Introduction This post is the thirtieth part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings Everything Changes Getting It Right The First Time One-Time...(read more)

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  • How do I create a bounding frustrum from a view & projection matrix?

    - by Narf the Mouse
    Given a left-handed Projection matrix, a left-handed View matrix, a ViewProj matrix of View * Projection - How do I create a bounding Frustum comprised of near, far, left, right and top, bottom planes? The only example I could find on Google (Tutorial 16: Frustum Culling) seems to not work; for example, if the math is used as given, the near-plane's distance is a negative. This places the near-plane behind the camera...

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  • Human Resources Sucks

    - by andyleonard
    Introduction This post is the twenty-seventh part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings Everything Changes Getting It Right The First Time One-Time...(read more)

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  • Essential SEO Advice For 2010 After the Google Mayday Update and Caffeine Roll Out

    So Google have made big changes recently with the Mayday update and the Caffeine rollout. Many webmasters on the various SEO forums such as Webmasterworld and SEOchat have been bemoaning these changes and how they have affected their websites Search Engine Ranking Position with many of their long tail rankings taking a major negative hit. This is not the time for whingeing but instead should be a time for re-evaluation.

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  • Same sitemap submitted for .com and .co.uk domain

    - by Dean
    Not to sure why I did this. But I submitted the same sitemap for our .co.uk and .com domain. Looking to put the .com domain on different hosting and create a new site for international customers using .com domain. Should I remove all urls in google webmasters for the .com domain, guessing this won't have a negative effect on .co.uk stuff and add robot.txt to make sure the .com domain is not crawled? Thanks

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  • Alert: It is No Longer 1982, So Why is CRM Still There?

    - by Mike Stiles
    Hot off the heels of Oracle’s recent LinkedIn integration announcement and Oracle Marketing Cloud Interact 2014, the Oracle Social Cloud is preparing for another big event, the CRM Evolution conference and exhibition in NYC. The role of social channels in customer engagement continues to grow, and social customer engagement will be a significant theme at the conference. According to Paul Greenberg, CRM Evolution Conference Chair, author, and Managing Principal at The 56 Group, social channels have become so pervasive that there is no longer a clear reason to make a distinction between “social CRM” and traditional CRM systems. Why not? Because social is a communication hub every bit as vital and used as the phone or email. What makes social different is that if you think of it as a phone, it’s a party line. That means customer interactions are far from secret, and social connections are listening in by the hundreds, hearing whether their friend is having a positive or negative experience with your brand. According to a Mention.com study, 76% of brand mentions are neutral, neither positive nor negative. These mentions fail to get much notice. So think what that means about the remaining 24% of mentions. They’re standing out, because a verdict, about you, is being rendered in them, usually with emotion. Suddenly, where the R of CRM has been lip service and somewhat expendable in the past, “relationship” takes on new meaning, seriousness, and urgency. Remarkably, legions of brands still approach CRM as if it were 1982. Today, brands must provide customer experiences the customer actually likes (how dare they expect such things). They must intimately know not only their customers, but each customer, because technology now makes personalized experiences possible. That’s why the Oracle Social Cloud has been so mission-oriented about seamlessly integrating social with sales, marketing and customer service interactions so the enterprise can have an actionable 360-degree view of the customer. It’s the key to that customer-centricity we hear so much about these days. If you’re attending CRM Evolution, Chris Moody, Director of Product Marketing for the Oracle Marketing Cloud, will show you how unified customer experiences and enhanced customer centricity will help you attract and keep ideal customers and brand advocates (“The Pursuit of Customer-Centricity” Aug 19 at 2:45p ET) And Meg Bear, Group Vice President for the Oracle Social Cloud, will sit on a panel talking about “terms of engagement” and the ways tech can now enhance your interactions with customers (Aug 20 at 10a ET). If you can’t be there, we’ll be doing our live-tweeting thing from the @oraclesocial handle, so make sure you’re a faithful follower. You’ll notice NOBODY is writing about the wisdom of “company-centricity.” Now is the time to bring your customer relationship management into the socially connected age. @mikestilesPhoto: Sue Pizarro, freeimages.com

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  • Sortie du nouveau noyau Linux 2.6.37, pour plus de performances des systèmes de fichiers

    Sortie du nouveau noyau Linux 2.6.37, pour plus de performances des systèmes de fichiers Mise à jour du 05.01.2011 par Katleen Une nouvelle version du noyau de Linux est disponible depuis quelques heures, comme l'annonce Linus Torvalds. Bien que qualifiée d'évolution mineure par ce dernier, elle apporte néanmoins son lot de nouveautés, parmi lesquelles : - Élimination du verrou géant pendant la compilation, sans aucune répercussion négative sur le bon fonctionnement du système - Gestion de la mise en veille améliorée : le fichier permettant de mettre le système en hibernation sera plus compact (grâce à l'algorithme LZO) et plus rapide, pour des économies de mémoire. - Sy...

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  • Calibre icon missing from system tray

    - by onvas
    After installing Calibre, I immediately changed the preferences particularly by enabling system tray icon. The program restarted, as required, but the icon didn't appear on my sys tray. So I tried restarting my laptop, but still the same negative result. I have already whitelisted all apps after installing my OS so the problem is likely not that. Is there another solution for this? I'm using 12.04 64-bit on my ThinkPad R61i.

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  • Announcing Key Functional White Papers for SIM and ReIM

    - by Oracle Retail Documentation Team
    Oracle Retail has published two new documents on My Oracle Support (https://support.oracle.com)  that provide partners and retailers with deeper functional information about two products: Oracle Retail Store Inventory Management (SIM) and Oracle Retail Invoice Matching. Oracle Retail Store Inventory Management Item Configuration White Paper (Doc ID 1507221.1) There is functionality within the Store Inventory Management system related to item configuration that spans across multiple concepts that apply to the application as a whole rather than to a specific area. This white paper covers numerous topics around item configuration including: Item Transaction Levels Item Long Description Pack Size Standard Unit of Measure Standard Unit of Measure Conversion Pack Items Simple Pack Conversion Items (Notional Packs) Ranging Items Item Status Non-Sellable Items Type-2 Item Recognition UPC-E Barcodes Non-Inventory Items Consignment and Concession Items Quick Response Codes Oracle Retail Invoice Matching Financial Transactions (Doc ID 1500209.1) This document explains the financial transactions that are posted by Oracle Retail Invoice Matching (ReIM). The scope of the document is limited to ReIM transactions only, and does not explain Retail Merchandising System (RMS), Finance, or Account Receivable transactions. ReIM follows the double-entry accounting standard, which works by recording the debit and credit of each financial transaction belonging to each party involved. Each transaction means a profit to one account (debit) and a loss to another account (credit). Full invoice match processing is completed in ReIM with payment recommendations communicated to Oracle Accounts Payable. ReIM matches merchandise orders and receipts against merchandise invoices, performing automated and manual matching, as well as discrepancy-resolution processing. Matched invoices are posted to interface staging tables specifying the amount and date to pay, vendor, site ID, General Ledger Chart of Accounts (GL CoA) information, and payment terms. Other payables documents, including debit memos, credit memos and credit notes are also interfaced to Accounts Payable through the ReIM staging tables (IM_AP_STAGE_HEAD and IM_AP_STAGE_DETAIL). For information about how ReIM engages in this processing, see the latest Oracle Retail Invoice Matching Operations Guide. Certain ReIM transactions are not interfaced to Oracle Payables, but instead are interfaced to Oracle General Ledger through the IM_FINANCIAL_STAGE table. When analyzing transactions posted through the staging tables, retailers should note the transaction type, Standard/Credit, as well as the sign in the amount field. Technically, a negative sign on a credit transaction changes the transaction to a debit entry, and vice versa. This document is concerned about the financial meaning of the transactions, and will avoid a discussion of negative numbers in T-charts.

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  • Is it "acceptable" for a sub domain to be hyphenated?

    - by Homunculus Reticulli
    I am putting together a site for a portal. Some of the subdomains have rather long names and I am thinking that maybe I should use hyphens to make the subdomain names more readable. For instance: alternative-medicine.mysite.com instead of alternativemedice.mysite.com However, I can't recall ever seing a hyphenated subdomain - is this because it is generally frowned upon - or are there technical (SEO) reasons why this appears to be the case? In short, will hyphenating my subdomains have a negative impart on SEO?

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  • Ethics of soliciting App store app reviews?

    - by hotpaw2
    I see more than a few developers soliciting 5-star ratings and good reviews for their App store apps, in their blogs, websites, app store descriptions, even dialogs that pop-up in the app after you've used them for awhile. What do people consider to be the ethical guidelines regarding such review and ratings solicitations? What's over the line? (Besides obviously evil stuff, such as paying to have someone forge multiple negative reviews about your competitor's apps, etc.)

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