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  • Target tracking with a small delay (actionscript 3.0)

    - by John Dodson
    I'm having trouble thinking of a good method to track my character with an enemy attack. Of course, I don't want the attack to track my character's current position; I want it to track where the character was about 1 second before (so you can move around and make the attack miss and loop around you sort of a thing). The general structure of my game uses a timer to update all of my events. I have a timer going off every 25 milliseconds that updates everything, including my player's position and the enemies position. Right now I just have the enemy attack directly targeting my character....which works fine except that it's impossible to escape =p. Let me know if I didn't supply enough details. My approach was going to basically be get my character's position from about 1 second ago, then have the enemy target that position, the only problem is I can't think of a good way to get my character's position from previous times. Thanks for the help!

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  • Tracking feature requests for small-scale components

    - by DXM
    I'm curious how other development teams (especially those that work in moderate to large development groups) track "future" features/wishlists for functionality for internally developed frameworks or components. I know the standard advice is that a development team should find one good tool for tracking bugs/features and use that for everything and I agree with that if the future requests are for the product itself. In my company we have an engineering department, which is broken up into multiple groups and within each there can be one to several agile teams. The bug tracking product we use has been "a leader since 1997" (their UI/usability seems to also be evaluated against that year even today) but my agile team or even group doesn't really control what is being used by the whole department. What we are looking to track is not necessarily product features but expansion/nice to have functionality for internal components that go into our product. So to name a few for example... framework/utility library on top of CppUnit which our developers share low-level IPC communications framework Common development SDK that myself and several other team leads started to help share some common code/tools at the department-wide level (this SDK is released as internal "product" to each of the groups). Is the standard practice to use the one bug tracking tool? Or would it make more sense to setup something more localized specifically for our needs and maintain it ourselves? It's also unclear how management will feel if developers start performing "IT" roles of maintaining software and servers. At the same time, right now, we use excel files, internal wiki and MS OneNote for this kind of stuff and that just doesn't feel right. (I'm afraid to ask for actual software recommendations, since that might make this question more localized or something. Also developers needs this way more than management, so it would be nice to find something either free or no more than the cost of a happy hour).

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  • Good practice or service for monitoring unhandled application errors for a small organization

    - by palto
    I'm working with multiple software with varying ways of monitoring for errors. When I make software, I usually send email with the stack trace to admins(usually me). Some customer software is monitored by a team who check that a particular batch run was successfull. Other software might not have any monitoring at all(someone will call when things go wrong horribly). Sending emails is good, except when things start going wrong, my mail gets filled fast. Also I don't want to solve the same problem in code for every software. Is there some relatively cheap and low maintenance software or practice to handle this. I want it to be cheap/low maintenance because usually I work alone or in teams of 5 or smaller. For example it would be great if errors would be aggregated so I don't get 10 000 emails when something unexpected happens... For clarification: By unhandled errors I mean Exceptions that were unhandled by application code that were propagated to Tomcat or Jboss. I don't need help with how to catch those errors. I need help with what to do with them. Is there any cloud application that I could send my errors to? Or some simple server to install? Or some library that can handle errors using configuration files. I use Java if that is any help.

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  • Web and Logo Design: Essential for Small Business

    In this era of life, no business can imagine to run without an attractive logo and the state of the art website. Every day, thousands of businesses are established all over the world, and double the ... [Author: Gisselle Gloria - Web Design and Development - October 05, 2009]

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  • Drawing texture does not work anymore with a small amount of triangles

    - by Paul
    When i draw lines, the vertices are well connected. But when i draw the texture inside the triangles, it only works with i<4 in the for loop, otherwise with i<5 for example, there is a EXC_BAD_ACCESS message, at @synthesize textureImage = _textureImage. I don't understand why. (The generatePolygons method seems to work fine as i tried to draw lines with many vertices as in the second image below. And textureImage remains the same for i<4 or i<5 : it's a 512px square image). Here are the images : What i want to achieve is to put the red points and connect them to the y-axis (the green points) and color the area (the green triangles) : If i only draw lines, it works fine : Then with a texture color, it works for i<4 in the loop (the red points in my first image, plus the fifth one to connect the last y) : But then, if i set i<5, the debug tool says EXC_BAD_ACCESS at the synthesize of _textureImage. Here is my code : I set a texture color in HelloWordLayer.mm with : CCSprite *textureImage = [self spriteWithColor:color3 textureSize:512]; _terrain.textureImage = textureImage; Then in the class Terrain, i create the vertices and put the texture in the draw method : @implementation Terrain @synthesize textureImage = _textureImage; //EXC_BAD_ACCESS for i<5 - (void)generatePath2{ CGSize winSize = [CCDirector sharedDirector].winSize; float x = 40; float y = 0; for(int i = 0; i < kMaxKeyPoints+1; ++i) { _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += 30; } } -(void)generatePolygons{ _nPolyVertices = 0; float x1 = 0; float y1 = 0; int keyPoints = 0; for (int i=0; i<4; i++){ /* HERE : 4 = OK / 5 = crash */ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } } - (id)init { if ((self = [super init])) { [self generatePath2]; [self generatePolygons]; } return self; } - (void) draw { //glDisable(GL_TEXTURE_2D); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, _textureImage.texture.name); glColor4f(1, 1, 1, 1); glVertexPointer(2, GL_FLOAT, 0, _polyVertices); glTexCoordPointer(2, GL_FLOAT, 0, _polyTexCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nPolyVertices); glColor4f(1, 1, 1, 1); for(int i = 1; i < 40; ++i) { ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } // restore default GL states glEnable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } Do you see anything wrong in this code? Thanks for your help

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  • How can I track all emails sent from my users?

    - by schnapple
    My client runs a small business. This business has a small number of employees. For various reasons, my client would like to be able to have a copy of all of the emails sent from their employees BCC'd to them. The net effect here would be similar to the access they would have if they hosted their email through Exchange but the business is too small to make this a feasible option. They are currently hosted through GoDaddy. I have not investigated it myself personally but apparently GoDaddy can do something along these lines for all incoming email but not for outgoing email. Is there a way to set up email accounts for a particular domain to where a specified admin user could be copied on all outgoing email?

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  • How can I track all emails sent from my users?

    - by Schnapple
    My client runs a small business. This business has a small number of employees. For various reasons, my client would like to be able to have a copy of all of the emails sent from their employees BCC'd to them. The net effect here would be similar to the access they would have if they hosted their email through Exchange but the business is too small to make this a feasible option. They are currently hosted through GoDaddy. I have not investigated it myself personally but apparently GoDaddy can do something along these lines for all incoming email but not for outgoing email. Is there a way to set up email accounts for a particular domain to where a specified admin user could be copied on all outgoing email?

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  • CMS is Perfect Solution for Small Business Owners

    A website can be built easily with content management system because it has the ability to add Pages in simple format like text format and they are automatically translated into perfect to near perfe... [Author: Alan Smith - Web Design and Development - March 21, 2010]

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  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

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  • Small-scale database options for .NET

    - by raney
    I have a .NET 4.0/WPF based application I've developed and maintain for my company that acts as a friendly GUI central-point-of-information, combining information pulled from a couple of SQL databases, as well as CSV exports from a few other applications. I would like to build out my own database to support the entirety of the information that the application accesses, so that I could have a service running on my server that would read in necessary remote SQL info and file exports, to provide the user's application with a single database to connect to, as well as to remove all of the file handling currently involved in the program (copying new CSV resources from network location, reading them into memory each launch.) I have complete control and flexibility here as long as the user's experience isn't affected, and this is as much a learning experience as it is tidying up. Caveat being, I don't have much in the way of a budget. Right now I recognize my options to be: SQL Express - I'm comfortable with the server setup, I like ADO.NET and LINQ to SQL. I feel that I have the least to learn here, but it would let me focus on SQL in a familiar environment. Perhaps in conjunction with Entity Framework? MongoDB - I don't know a whole lot about, but I've heard the name enough to make me curious. Brief research seems friendly enough, and there is .NET support. I like working with open source projects. My questions are: What's popular and extensible right now? I'm not far from starting to job-hunt, and I'd like this project to be relevant going forward. What am I missing? Pros, cons? Other options? What plays well with .NET? What are the things I should be considering, the questions I should be asking, when making a decision like this? Thanks for your time.

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  • A Small Blog About Huge Pages

    - by rickramsey
    Video Interview: What Are Linux Huge Pages?, by Ed Whalen, Oracle ACE Blog: There's Been a Change In How Huge Pages Are Allocated, by Tanel Poder, Oracle ACE Director Blog: Performance Issues with Transparent Huge Pages (thank you, Bjoern Rost!) Web: About the Car, by Smart Ridez LLC, of Woodland Hills, California - Rick Follow me on: Blog | Facebook | Twitter | Personal Twitter | YouTube | The Great Peruvian Novel

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  • Bitbucket and a small development house

    - by Marlon
    I am in the process of finally rolling Mercurial as our version control system at work. This is a huge deal for everyone as, shockingly, they have never used a VCS. After months of putting the bug in management's ears, they finally saw the light and now realise how much better it is than working with a network of shared folders! In the process of rolling this out, I am thinking of different strategies to manage our stuff and I am leaning towards using Bitbucket as our "central" repository. The projects in Bitbucket will solely be private projects and everyone will push and pull from there. I am open to different suggestions, but has anyone got a similar setup? If so, what caveats have you encountered?

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  • Data Structure for Small Number of Agents in a Relatively Big 2D World

    - by Seçkin Savasçi
    I'm working on a project where we will implement a kind of world simulation where there is a square 2D world. Agents live on this world and make decisions like moving or replicating themselves based on their neighbor cells(world=grid) and some extra parameters(which are not based on the state of the world). I'm looking for a data structure to implement such a project. My concerns are : I will implement this 3 times: sequential, using OpenMP, using MPI. So if I can use the same structure that will be quite good. The first thing comes up is keeping a 2D array for the world and storing agent references in it. And simulate the world for each time slice by checking every cell in each iteration and further processing if an agents is found in the cell. The downside is what if I have 1000x1000 world and only 5 agents in it. It will be an overkill for both sequential and parallel versions to check each cell and look for possible agents in them. I can use quadtree and store agents in it, but then how can I get the information about neighbor cells then? Please let me know if I should elaborate more.

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