Search Results

Search found 4590 results on 184 pages for 'direction'.

Page 136/184 | < Previous Page | 132 133 134 135 136 137 138 139 140 141 142 143  | Next Page >

  • Upgrade issues due to broken "dependency problems prevent configuration of linux-image-generic" error

    - by tsukune1791
    okay, I've recently upgrade from 11.10 to 12.04 and I've been having some issues. I don't know if its a bug or not, but I thought I would submit it here. Okay here's a little background; I ran the distro update from the update manager and got a couple errors that I didn't catch. the computer restarted, and when I logged the Launcher and my top bar of the Ubuntu desktop didn't load. While it was trying to load a couple error messages came up, I think they were called "apport", saying they couldn't send the bug information for some reason. I believe it said somethings wrong with my internet connection, but nothing's wrong with it. Anyway I tried running some things in terminal, namely sudo apt-get -f install sudo apt-get upgrade sudo apt-get dist-upgrade and keep getting the following errors; dustin@marceau-laptop:~$ sudo apt-get dist-upgrade [sudo] password for dustin: Reading package lists... Done Building dependency tree Reading state information... Done Calculating upgrade... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 4 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? Y Setting up initramfs-tools (0.99ubuntu13) ... update-initramfs: deferring update (trigger activated) Setting up linux-image-3.2.0-24-generic (3.2.0-24.37) ... Running depmod. update-initramfs: deferring update (hook will be called later) Examining /etc/kernel/postinst.d. run-parts: executing /etc/kernel/postinst.d/dkms 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/initramfs-tools 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic update-initramfs: Generating /boot/initrd.img-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/pm-utils 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/update-notifier 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic run-parts: executing /etc/kernel/postinst.d/zz-runlilo 3.2.0-24-generic /boot/vmlinuz-3.2.0-24-generic Fatal: No images have been defined. run-parts: /etc/kernel/postinst.d/zz-runlilo exited with return code 1 Failed to process /etc/kernel/postinst.d at /var/lib/dpkg/info/linux-image-3.2.0-24-generic.postinst line 1010. dpkg: error processing linux-image-3.2.0-24-generic (--configure): subprocess installed post-installation script returned error exit status 2 dpkg: dependency problems prevent configuration of linux-image-generic: linux-image-generic depends on linux-image-3.2.0-24-generic; however: Package linux-image-3.2.0-24-generic is not configured yet. dpkg: error processing linux-image-generic (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of linux-generic: linux-generic depends on linux-image-generic (= 3.2.0.24.26); however: Package linux-image-generic is not configured yet. dpkg: error processing linux-generic (--configure): dependency problems - leaving unconfigured Processing triggers for initramfs-tools ... No apport report written because the error message indicates its a followup error from a previous failure. No apport report written because the error message indicates its a followup error from a previous failure. update-initramfs: Generating /boot/initrd.img-3.2.0-24-generic Fatal: No images have been defined. run-parts: /etc/initramfs/post-update.d//runlilo exited with return code 1 dpkg: error processing initramfs-tools (--configure): subprocess installed post-installation script returned error exit status 1 No apport report written because MaxReports is reached already Errors were encountered while processing: linux-image-3.2.0-24-generic linux-image-generic linux-generic initramfs-tools localepurge: Disk space freed in /usr/share/locale: 0 KiB localepurge: Disk space freed in /usr/share/man: 0 KiB localepurge: Disk space freed in /usr/share/gnome/help: 0 KiB localepurge: Disk space freed in /usr/share/omf: 0 KiB localepurge: Disk space freed in /usr/share/doc/kde/HTML: 0 KiB Total disk space freed by localepurge: 0 KiB E: Sub-process /usr/bin/dpkg returned an error code (1) And my Ubuntu desktop is still not working. I can log into Gnome and Ubuntu 2D but the Launcher, I think it's call, doesn't load. Can someone help me fix these error, or point me in the right direction to get them fixed? It is much appriciated.

    Read the article

  • Communication between state machines with hidden transitions

    - by slartibartfast
    The question emerged for me in embedded programming but I think it can be applied to quite a number of general networking situations e.g. when a communication partner fails. Assume we have an application logic (a program) running on a computer and a gadget connected to that computer via e.g. a serial interface like RS232. The gadget has a red/green/blue LED and a button which disables the LED. The LEDs color can be driven by software commands over the serial interface and the state (red/green/blue/off) is read back and causes a reaction in the application logic. Asynchronous behaviour of the application logic with regard to the LED color down to a certain delay (depending on the execution cycle of the application) is tolerated. What we essentially have is a resource (the LED) which can not be reserved and handled atomically by software because the (organic) user can at any time press the button to interfere/break the software attempt to switch the LED color. Stripping this example from its physical outfit I dare to say that we have two communicating state machines A (application logic) and G (gadget) where G executes state changes unbeknownst to A (and also the other way round, but this is not significant in our example) and only A can be modified at a reasonable price. A needs to see the reaction and state of G in one piece of information which may be (slightly) outdated but not inconsistent with respect to the short time window when this information was generated on the side of G. What I am looking for is a concise method to handle such a situation in embedded software (i.e. no layer/framework like CORBA etc. available). A programming technique which is able to map the complete behaviour of both participants on classical interfaces of a classical programming language (C in this case). To complicate matters (or rather, to generalize), a simple high frequency communication cycle of A to G and back (IOW: A is rapidly polling G) is out of focus because of technical restrictions (delay of serial com, A not always active, etc.). What I currently see as a general solution is: the application logic A as one thread of execution an adapter object (proxy) PG (presenting G inside the computer), together with the serial driver as another thread a communication object between the two (A and PG) which is transactionally safe to exchange The two execution contexts (threads) on the computer may be multi-core or just interrupt driven or tasks in an RTOS. The com object contains the following data: suspected state (written by A): effectively a member of the power set of states in G (in our case: red, green, blue, off, red_or_green, red_or_blue, red_or_off...etc.) command data (written by A): test_if_off, switch_to_red, switch_to_green, switch_to_blue operation status (written by PG): operation_pending, success, wrong_state, link_broken new state (written by PG): red, green, blue, off The idea of the com object is that A writes whichever (set of) state it thinks G is in, together with a command. (Example: suspected state="red_or_green", command: "switch_to_blue") Notice that the commands issued by A will not work if the user has switched off the LED and A needs to know this. PG will pick up such a com object and try to send the command to G, receive its answer (or a timeout) and set the operation status and new state accordingly. A will take back the oject once it is no longer at operation_pending and can react to the outcome. The com object could be separated of course (into two objects, one for each direction) but I think it is convenient in nearly all instances to have the command close to the result. I would like to have major flaws pointed out or hear an entirely different view on such a situation.

    Read the article

  • Organization &amp; Architecture UNISA Studies &ndash; Chap 6

    - by MarkPearl
    Learning Outcomes Discuss the physical characteristics of magnetic disks Describe how data is organized and accessed on a magnetic disk Discuss the parameters that play a role in the performance of magnetic disks Describe different optical memory devices Magnetic Disk The way data is stored on and retried from magnetic disks Data is recorded on and later retrieved form the disk via a conducting coil named the head (in many systems there are two heads) The writ mechanism exploits the fact that electricity flowing through a coil produces a magnetic field. Electric pulses are sent to the write head, and the resulting magnetic patterns are recorded on the surface below with different patterns for positive and negative currents The physical characteristics of a magnetic disk   Summarize from book   The factors that play a role in the performance of a disk Seek time – the time it takes to position the head at the track Rotational delay / latency – the time it takes for the beginning of the sector to reach the head Access time – the sum of the seek time and rotational delay Transfer time – the time it takes to transfer data RAID The rate of improvement in secondary storage performance has been considerably less than the rate for processors and main memory. Thus secondary storage has become a bit of a bottleneck. RAID works on the concept that if one disk can be pushed so far, additional gains in performance are to be had by using multiple parallel components. Points to note about RAID… RAID is a set of physical disk drives viewed by the operating system as a single logical drive Data is distributed across the physical drives of an array in a scheme known as striping Redundant disk capacity is used to store parity information, which guarantees data recoverability in case of a disk failure (not supported by RAID 0 or RAID 1) Interesting to note that the increase in the number of drives, increases the probability of failure. To compensate for this decreased reliability RAID makes use of stored parity information that enables the recovery of data lost due to a disk failure.   The RAID scheme consists of 7 levels…   Category Level Description Disks Required Data Availability Large I/O Data Transfer Capacity Small I/O Request Rate Striping 0 Non Redundant N Lower than single disk Very high Very high for both read and write Mirroring 1 Mirrored 2N Higher than RAID 2 – 5 but lower than RAID 6 Higher than single disk Up to twice that of a signle disk for read Parallel Access 2 Redundant via Hamming Code N + m Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Parallel Access 3 Bit interleaved parity N + 1 Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Independent Access 4 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, significantly lower than single disk for write Similar to RAID 0 for read, significantly lower than single disk for write Independent Access 5 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, lower than single disk for write Similar to RAID 0 for read, generally  lower than single disk for write Independent Access 6 Block interleaved parity N + 2 Highest of all listed alternatives Similar to RAID 0 for read; lower than RAID 5 for write Similar to RAID 0 for read, significantly lower than RAID 5  for write   Read page 215 – 221 for detailed explanation on RAID levels Optical Memory There are a variety of optical-disk systems available. Read through the table on page 222 – 223 Some of the devices include… CD CD-ROM CD-R CD-RW DVD DVD-R DVD-RW Blue-Ray DVD Magnetic Tape Most modern systems use serial recording – data is lade out as a sequence of bits along each track. The typical recording used in serial is referred to as serpentine recording. In this technique when data is being recorded, the first set of bits is recorded along the whole length of the tape. When the end of the tape is reached the heads are repostioned to record a new track, and the tape is again recorded on its whole length, this time in the opposite direction. That process continued back and forth until the tape is full. To increase speed, the read-write head is capable of reading and writing a number of adjacent tracks simultaneously. Data is still recorded serially along individual tracks, but blocks in sequence are stored on adjacent tracks as suggested. A tape drive is a sequential access device. Magnetic tape was the first kind of secondary memory. It is still widely used as the lowest-cost, slowest speed member of the memory hierarchy.

    Read the article

  • Scenarios for Throwing Exceptions

    - by Joe Mayo
    I recently came across a situation where someone had an opinion that differed from mine of when an exception should be thrown. This particular case was an issue opened on LINQ to Twitter for an Exception on EndSession.  The premise of the issue was that the poster didn’t feel an exception should be raised, regardless of authentication status.  As first, this sounded like a valid point.  However, I went back to review my code and decided not to make any changes. Here's my rationale: 1. The exception doesn’t occur if the user is authenticated when EndAccountSession is called. 2. The exception does occur if the user is not authenticated when EndAccountSession is called. 3. The exception represents the fact that EndAccountSession is not able to fulfill its intended purpose - to end the session.  If a session never existed, then it would not be possible to perform the requested action.  Therefore, an exception is appropriate. To help illustrate how to handle this situation, I've modified the following code in Program.cs in the LinqToTwitterDemo project to illustrate the situation: static void EndSession(ITwitterAuthorizer auth) { using (var twitterCtx = new TwitterContext(auth, "https://api.twitter.com/1/", "https://search.twitter.com/")) { try { //Log twitterCtx.Log = Console.Out; var status = twitterCtx.EndAccountSession(); Console.WriteLine("Request: {0}, Error: {1}" , status.Request , status.Error); } catch (TwitterQueryException tqe) { var webEx = tqe.InnerException as WebException; if (webEx != null) { var webResp = webEx.Response as HttpWebResponse; if (webResp != null && webResp.StatusCode == HttpStatusCode.Unauthorized) Console.WriteLine("Twitter didn't recognize you as having been logged in. Therefore, your request to end session is illogical.\n"); } var status = tqe.Response; Console.WriteLine("Request: {0}, Error: {1}" , status.Request , status.Error); } } } As expected, LINQ to Twitter wraps the exception in a TwitterQueryException as the InnerException.  The TwitterQueryException serves a very useful purpose through it's Response property.  Notice in the example above that the response has Request and Error proprieties.  These properties correspond to the information that Twitter returns as part of it's response payload.  This is often useful while debugging to help you understand why Twitter was unable to perform the  requested action.  Other times, it's cryptic, but that's another story.  At least you have some way of knowing in your code how to anticipate and handle these situations, along with having extra information to debug with. To sum things up, there are two points to make: when and why an exception should be raised and when to wrap and re-throw an exception in a custom exception type. I felt it was necessary to allow the exception to be raised because the called method was unable to perform the task it was designed for.  I also felt that it is inappropriate for a general library to do anything with exceptions because that could potentially hide a problem from the caller.  A related point is that it should be the exclusive decision of the application that uses the library on what to do with an exception.  Another aspect of this situation is that I wrapped the exception in a custom exception and re-threw.  This is a tough call because I don’t want to hide any stack trace information.  However, the need to make the exception more meaningful by including vital information returned from Twitter swayed me in the direction to design an interface that was as helpful as possible to library consumers.  As shown in the code above, you can dig into the exception and pull out a lot of good information, such as the fact that the underlying HTTP response was a 401 Unauthorized.  In all, trade-offs are seldom perfect for all cases, but combining the fact that the method was unable to perform its intended function, this is a library, and the extra information can be more helpful, it seemed to be the better design. @JoeMayo

    Read the article

  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

    Read the article

  • SQL Server Optimizer Malfunction?

    - by Tony Davis
    There was a sharp intake of breath from the audience when Adam Machanic declared the SQL Server optimizer to be essentially "stuck in 1997". It was during his fascinating "Query Tuning Mastery: Manhandling Parallelism" session at the recent PASS SQL Summit. Paraphrasing somewhat, Adam (blog | @AdamMachanic) offered a convincing argument that the optimizer often delivers flawed plans based on assumptions that are no longer valid with today’s hardware. In 1997, when Microsoft engineers re-designed the database engine for SQL Server 7.0, SQL Server got its initial implementation of a cost-based optimizer. Up to SQL Server 2000, the developer often had to deploy a steady stream of hints in SQL statements to combat the occasionally wilful plan choices made by the optimizer. However, with each successive release, the optimizer has evolved and improved in its decision-making. It is still prone to the occasional stumble when we tackle difficult problems, join large numbers of tables, perform complex aggregations, and so on, but for most of us, most of the time, the optimizer purrs along efficiently in the background. Adam, however, challenged further any assumption that the current optimizer is competent at providing the most efficient plans for our more complex analytical queries, and in particular of offering up correctly parallelized plans. He painted a picture of a present where complex analytical queries have become ever more prevalent; where disk IO is ever faster so that reads from disk come into buffer cache faster than ever; where the improving RAM-to-data ratio means that we have a better chance of finding our data in cache. Most importantly, we have more CPUs at our disposal than ever before. To get these queries to perform, we not only need to have the right indexes, but also to be able to split the data up into subsets and spread its processing evenly across all these available CPUs. Improvements such as support for ColumnStore indexes are taking things in the right direction, but, unfortunately, deficiencies in the current Optimizer mean that SQL Server is yet to be able to exploit properly all those extra CPUs. Adam’s contention was that the current optimizer uses essentially the same costing model for many of its core operations as it did back in the days of SQL Server 7, based on assumptions that are no longer valid. One example he gave was a "slow disk" bias that may have been valid back in 1997 but certainly is not on modern disk systems. Essentially, the optimizer assesses the relative cost of serial versus parallel plans based on the assumption that there is no IO cost benefit from parallelization, only CPU. It assumes that a single request will saturate the IO channel, and so a query would not run any faster if we parallelized IO because the disk system simply wouldn’t be able to handle the extra pressure. As such, the optimizer often decides that a serial plan is lower cost, often in cases where a parallel plan would improve performance dramatically. It was challenging and thought provoking stuff, as were his techniques for driving parallelism through query logic based on subsets of rows that define the "grain" of the query. I highly recommend you catch the session if you missed it. I’m interested to hear though, when and how often people feel the force of the optimizer’s shortcomings. Barring mistakes, such as stale statistics, how often do you feel the Optimizer fails to find the plan you think it should, and what are the most common causes? Is it fighting to induce it toward parallelism? Combating unexpected plans, arising from table partitioning? Something altogether more prosaic? Cheers, Tony.

    Read the article

  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

    Read the article

  • Gaming on Cloud

    - by technomad
    Sometimes I wonder the pundits of cloud computing are way to consumed with the enterprise applications. With all the CAPEX / OPEX, ROI-talk taking the center stage, an opportunity to affect masses directly is getting overlooked. I am a self proclaimed die hard gamer. I come from the generation of gamers who started their journey in DOS games like Wolfenstein 3D and Allan Border Cricket (the latter is still a favorite pastime). In the late 90s, a revolution called accelerated graphics started in DirectX and OpenGL. Games got more advanced. Likes of Quake III and Unreal Tournament became the crown jewels of the industry. But with all these advancements, there started a race. A race of GFX giants ATI and NVIDIA to beat each other for better frame and image quality. Revisions to the graphics chipsets became frequent. Games became eye candies but at the cost of more GPU power / memory. Every eagerly awaited title started demanding more muscle power in graphics and PC hardware. Latest games and all the liquid smooth frame rates became the territory of the once with deep pockets who could spend lavishly on latest hardware. Enthusiasts like yours truly, who couldn’t afford this route, started exploring over-clocking, optimized hardware cooling... etc. to pursue the passion. Ever rising cost of hardware requirements lead to rampant piracy of PC games. Gamers were willing to spend on the latest titles, but the ones with tight budget prefer hardware upgrades against a legal copy of the game. It was also fueled by emergence of the P2P file sharing networks. Then came the era of Xbox and PS3s. It solved the major issue of hardware standardization and provided an alternative to ever increasing hardware costs. I have always admired these consoles, but being born and brought up in a keyboard/mouse environment, I still find it difficult to play first person shooters with a gamepad. I leave the topic of PC v/s Consol gaming for another day, but the bottom line is… PC gamers deserve an equally democratized solution. This is where I think Cloud Computing can come to rescue. It can minimize hardware requirements. Virtually end the software piracy and rationalize costs for gamers. Subscription based models like pay-as-you-play. In game rewards, like extended subscription credits for exceptional gamers (oh yes, I have beaten Xaero on nightmare in Quake III, time and again!) Easy deployment for patches and fixes. Better game AI. The list goes on and on… Fortunately, companies like OnLive are thinking in the same direction. Their gaming service is all set to launch on 17th June 2010 in E3 2010 expo in L.A. I wish them all the luck. I hope they will start a trend which will bring the smiles back on the face of budget gamers with the help of cloud computing.

    Read the article

  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

    Read the article

  • Java EE 7 Roadmap

    - by Linda DeMichiel
    The Java EE 6 Platform, released in December 2009, has seen great uptake from the community with its POJO-based programming model, lightweight Web Profile, and extension points. There are now 13 Java EE 6 compliant appserver implementations today! When we announced the Java EE 7 JSR back in early 2011, our plans were that we would release it by Q4 2012. This target date was slightly over three years after the release of Java EE 6, but at the same time it meant that we had less than two years to complete a fairly comprehensive agenda — to continue to invest in significant enhancements in simplification, usability, and functionality in updated versions of the JSRs that are currently part of the platform; to introduce new JSRs that reflect emerging needs in the community; and to add support for use in cloud environments. We have since announced a minor adjustment in our dates (to the spring of 2013) in order to accommodate the inclusion of JSRs of importance to the community, such as Web Sockets and JSON-P. At this point, however, we have to make a choice. Despite our best intentions, our progress has been slow on the cloud side of our agenda. Partially this has been due to a lack of maturity in the space for provisioning, multi-tenancy, elasticity, and the deployment of applications in the cloud. And partially it is due to our conservative approach in trying to get things "right" in view of limited industry experience in the cloud area when we started this work. Because of this, we believe that providing solid support for standardized PaaS-based programming and multi-tenancy would delay the release of Java EE 7 until the spring of 2014 — that is, two years from now and over a year behind schedule. In our opinion, that is way too long. We have therefore proposed to the Java EE 7 Expert Group that we adjust our course of action — namely, stick to our current target release dates, and defer the remaining aspects of our agenda for PaaS enablement and multi-tenancy support to Java EE 8. Of course, we continue to believe that Java EE is well-suited for use in the cloud, although such use might not be quite ready for full standardization. Even today, without Java EE 7, Java EE vendors such as Oracle, Red Hat, IBM, and CloudBees have begun to offer the ability to run Java EE applications in the cloud. Deferring the remaining cloud-oriented aspects of our agenda has several important advantages: It allows Java EE Platform vendors to gain more experience with their implementations in this area and thus helps us avoid risks entailed by trying to standardize prematurely in an emerging area. It means that the community won't need to wait longer for those features that are ready at the cost of those features that need more time. Because we have already laid some of the infrastructure for cloud support in Java EE 7, including resource definition metadata, improved security configuration, JPA schema generation, etc., it will allow us to expedite a Java EE 8 release. We therefore plan to target the Java EE 8 Platform release for the spring of 2015. This shift in the scope of Java EE 7 allows us to better retain our focus on enhancements in simplification and usability and to deliver on schedule those features that have been most requested by developers. These include the support for HTML 5 in the form of Web Sockets and JSON-P; the simplified JMS 2.0 APIs; improved Managed Bean alignment, including transactional interceptors; the JAX-RS 2.0 client API; support for method-level validation; a much more comprehensive expression language; and more. We feel strongly that this is the right thing to do, and we hope that you will support us in this proposed direction.

    Read the article

  • Paper-free Customer Engagement

    - by Michael Snow
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} 12.00 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Appropriate repost from our friends at the AIIM blog: Digital Landfill -- John Mancini, supporting our mission of enabling customer engagement through better technology choices.  ---------- My wife didn't even give me a card for #wpfd - and they say husbands are bad at remembering anniversaries Well, today is the third World Paper Free Day.  I just got off the Tweet Jam, and there was a host of ideas for getting rid of -- or at least reducing -- paper. When we first started talking about "paper-free" most of the reasons raised to pursue this direction were "green" reasons.  I'm glad to see that the thinking has moved on to questions about how getting rid of paper and digitizing processes helps improve customer engagement.  And the bottom line.  And process responsiveness.  Not that the "green" reasons have gone away, but it's nice to see a maturation in the BUSINESS reasons to get rid of paper. Our World Paper Free Handbook (do not, do not, do not print it!) looks at how less paper in the workplace delivers significant benefits. Key findings show eliminating paper from processes can improve the responsiveness of customer service by 300 percent. Removing paper from business processes and moving content to PCs and tablets has the added advantage of helping companies adopt mobile-enable processes and eliminate elapsed time, lost forms, poor data and re-keying. To effectively mobile-enable processes and reduce reliance on paper, data should be captured as close to the point of origination as possible, which makes information easily available to whomever needs it, wherever they are, in the shortest time possible. This handbook summarizes the value of automating manual, paper-based processes. It then goes a step beyond to provide actionable steps that will set you on the path to productivity, profitability, and, yes, less paper.  Get your copy today and send the link around to your peers and colleagues.  Here's the link; please share it! http://www.aiim.org/Research-and-Publications/Research/AIIM-White-Papers/WPFD-Revolution-Handbook And don't miss out on the real world discussions about increasing engagement with WebCenter in new webinars being offered over the next couple of weeks:  October 30, 2012:  ResCare Solves Content Lifecycle Challenges with Oracle WebCenter November 1, 2012: WebCenter Content for Applications: Streamline Processes with Oracle WebCenter Content Management for Human Resources Applications Available On-Demand:  Using Oracle WebCenter to Content-Enable Your Business Applications

    Read the article

  • Converting a GameObject method call from UnityScript to C#

    - by Crims0n_
    Here is the UnityScript implementation of the method i use to generate a randomly tiled background, the problem i'm having relates to how to translate the call to the newTile method in c#, so far i've had no luck fiddling... can anyone point me in the correct direction? Thanks #pragma strict import System.Collections.Generic; var mapSizeX : int; var mapSizeY : int; var xOffset : float; var yOffset : float; var tilePrefab : GameObject; var tilePrefab2 : GameObject; var tiles : List.<Transform> = new List.<Transform>(); function Start () { var i : int = 0; var xIndex : int = 0; var yIndex : int = 0; xOffset = 2.69; yOffset = -1.97; while(yIndex < mapSizeY){ xIndex = 0; while(xIndex < mapSizeX){ var z = Random.Range(0, 5); if (z > 2) { var newTile : GameObject = Instantiate (tilePrefab, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 2) { var newTile2 : GameObject = Instantiate (tilePrefab2, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "Ztile_"+i; i++; xIndex++; } } yIndex++; } } C# Version [Fixed] using UnityEngine; using System.Collections; public class LevelGen : MonoBehaviour { public int mapSizeX; public int mapSizeY; public float xOffset; public float yOffset; public GameObject tilePrefab; public GameObject tilePrefab2; int i; public System.Collections.Generic.List<Transform> tiles = new System.Collections.Generic.List<Transform>(); // Use this for initialization void Start () { int i = 0; int xIndex = 0; int yIndex = 0; xOffset = 1.58f; yOffset = -1.156f; while (yIndex < mapSizeY) { xIndex = 0; while(xIndex < mapSizeX) { int z = Random.Range(0, 5); if (z > 5) { GameObject newTile = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 5) { GameObject newTile2 = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "tile2_"+i; i++; xIndex++; } } yIndex++; } } // Update is called once per frame void Update () { } }

    Read the article

  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

    Read the article

  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

    Read the article

  • Reaching to the Holy Grail of Data Management

    - by Irem Radzik
    Pervasive, continuous access to trusted data. That’s the ultimate goal of data management. It enables to leverage data as an asset to create value for customers and the organization. It creates the strong foundation needed to move the business forward. How you get there is also critical. As with all IT initiatives using high performance solutions with low cost of ownership is another key requirement in today’s IT world. Oracle's  data integration product strategy focuses on helping customers achieve this ultimate goal with high performance and low TCO.  At OpenWorld, we will be showing how Oracle Data Integration products help you reach your data management goals, considering new trends in information management, such as big data and cloud computing. We will also provide an update on the latest product releases, such as Oracle GoldenGate 11gR2. If you will be at OpenWorld, please join us on Monday Oct 1st 10:45am at Moscone West – 3005 to hear our VP of Product Development, Brad Adelberg, present "Future Strategy, Direction, and Roadmap of Oracle’s Data Integration Platform". The Data Integration track at OpenWorld covers variety of topics and speakers. In addition to product management of Oracle GoldenGate, Oracle Data Integrator, and Enteprise Data Quality presenting product updates and roadmap, we have several customer panels and stand-alone sessions featuring select customers such as St. Jude Medical, Raymond James, Aderas, Turkcell, Paychex, Comcast,  Ticketmaster, Bank of America and more. You can see an overview of Data Integration sessions here. If you are not able to attend OpenWorld, please check out our latest resources for Data Integration and Oracle GoldenGate. In the coming weeks you will see more blogs about our products’ new capabilities and what to expect at OpenWorld. I hope to see you at OpenWorld and stay in touch via our future blogs. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

    Read the article

  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

    Read the article

  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

    Read the article

  • Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

    - by Solom
    I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based on that value. Now, my problem is to match mouse coordinates on screen with the actual block the mouse is pointing at. public class GameScreen implements Screen { private static final int WIDTH = 100; private static final int HEIGHT = 70; private OrthographicCamera camera; private Rectangle glViewport; private Spritebatch spriteBatch; private Map map; private Block block; ... @Override public void show() { camera = new OrthographicCamera(WIDTH, HEIGHT); camera.position.set(WIDTH/2, HEIGHT/2, 0); glViewport = new Rectangle(0, 0, WIDTH, HEIGHT); map = new Map(16384, 256); map.printTileMap(); // Debugging only spriteBatch = new SpriteBatch(); } @Override public void render(float delta) { // Clear previous frame Gdx.gl.glClearColor(1, 1, 1, 1 ); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); GL30 gl = Gdx.graphics.getGL30(); // gl.glViewport((int) glViewport.x, (int) glViewport.y, (int) glViewport.width, (int) glViewport.height); spriteBatch.setProjectionMatrix(camera.combined); camera.update(); spriteBatch.begin(); // Draw Map this.drawMap(); // spriteBatch.flush(); spriteBatch.end(); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { // Bounds check (y) if(camera.position.y + camera.viewportHeight < a)// || camera.position.y - camera.viewportHeight > a) break; for(int b = 0; b < map.getWidth(); b++) { // Bounds check (x) if(camera.position.x + camera.viewportWidth < b)// || camera.position.x > b) break; // Dynamic rendering via BlockManager int id = map.getTileMap()[a][b]; Block block = BlockManager.map.get(id); if(block != null) // Check if Air { block.setPosition(b, a); spriteBatch.draw(block.getTexture(), b, a, 1 ,1); } } } } As you can see, I don't use the viewport anywhere. Not sure if I need it somewhere down the road. So, the map is 16384 blocks wide. One block is 16 pixels in size. One of my naive approaches was this: if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mousePos = new Vector3(); mousePos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); System.out.println(Math.round(mousePos.x)); // *16); // Debugging // TODO: round // map.getTileMap()[mousePos.x][mousePos.y] = 2; // Draw at mouse position } I confused myself somewhere down the road I fear. What I want to do is, update the "block" (or rather the information in the Map/2D-Array) so that in the next render() there is another block. Basically drawing on the spriteBatch g So if anyone could point me in the right direction this would be highly appreciated. Thanks!

    Read the article

  • Test your internet connection - Emtel Fixed Broadband

    Already at the begin of April, I had a phone conversation with my representative at Emtel Ltd. about some upcoming issues due to the ongoing construction work in my neighbourhood. Unfortunately, they finally raised the house two levels above ours, and of course this has to have a negative impact on the visibility between the WiMAX outdoor unit on the roof and the aimed access point at Medine. So, today I had a technical team here to do a site survey and to come up with potential solutions. Short version: It doesn't look good after all. The site survey Well, the two technicians did their work properly, even re-arranged the antenna to check the connection with another end point down at La Preneuse. But no improvements. Looks like we are out of luck since the construction next door hasn't finished yet and at the moment, it even looks like they are planning to put at least one more level on top. I really wonder about the sanity of the responsible bodies at the local district council. But that's another story. Anyway, the outdoor unit was once again pointed towards Medine and properly fixed with new cable guides (air from the sea and rust...). Both of them did a good job and fine-tuned the reception signal to a mere 3 over 9; compared to the original 7 over 9 I had before the daily terror started. The site survey has been done, and now it's up to Emtel to come up with (better) solutions. Well, I wouldn't mind to have an unlimited, symmetric 3G/UMTS or even LTE connection. Let's see what they can do... Testing the connection There are several online sites available which offer you to check certain aspects of your internet connection. Personally, I'm used to speedtest.net and it works very well. I think it is good and necessary to check your connection from time to time, and only a couple of days ago, I posted the following on Emtel's wall at Facebook (21.05.2013 - 14:06 hrs): Dear Emtel, could you eventually provide an answer on the miserable results of SpeedTest? I chose Rose Hill (Hosted by Emtel Ltd.) as testing endpoint... Sadly, no response to this. Seems that the marketing department is not willing to deal with customers on Facebook. Okay, over at speedtest.net you can use their Flash-based test suite to check your connection to quite a number of servers of different providers world-wide. It's actually very interesting to see the results for different end points and to compare them to each other. The results Following are the results of Rose Hill (hosted by Emtel) and respectively Frankfurt, Germany (hosted by Vodafone DE): Speedtest.net result of 30.05.2013 between Flic en Flac and Rose Hill, Mauritius (Emtel - Fixed Broadband) Speedtest.net result of 30.05.2013 between Flic en Flac and Frankfurt, Germany (Emtel - Fixed Broadband) Luckily, the results are quite similar in terms of connection speed; which is good. I'm currently on a WiMAX tariff called 'Classic Browsing 2', or Fixed Broadband as they call it now, which provides a symmetric line of 768 Kbps (or roughly 0.75 Mbps). In terms of downloads or uploads this means that I would be able to transfer files in either direction with approximately 96 KB/s. Frankly speaking, thanks to compression, my choice of browser and operating system I usually exceed this value and I have download rates up to 120 KB/s - not too bad after all. Only the ping times are a little bit of concern. Due to the difference in distance, or better said based on the number of hubs between the endpoints, they indicate the amount of time that it takes to send a package from your machine to the remote server and get a response back. A lower value is better, and usually the ping is less than 300 ms between Mauritius and Europe. The alternatives in Mauritius Not sure whether I should note this done because for my requirements there are no alternatives to Emtel WiMAX at the moment. It would be great to have your opinion on the situation of internet connectivity in Mauritius. Are there really alternatives? And if so, what are the conditions?

    Read the article

  • Drawing random smooth lines contained in a square [migrated]

    - by Doug Mercer
    I'm trying to write a matlab function that creates random, smooth trajectories in a square of finite side length. Here is my current attempt at such a procedure: function [] = drawroutes( SideLength, v, t) %DRAWROUTES Summary of this function goes here % Detailed explanation goes here %Some parameters intended to help help keep the particles in the box RandAccel=.01; ConservAccel=0; speedlimit=.1; G=10^(-8); % %Initialize Matrices Ax=zeros(v,10*t); Ay=Ax; vx=Ax; vy=Ax; x=Ax; y=Ax; sx=zeros(v,1); sy=zeros(v,1); % %Define initial position in square x(:,1)=SideLength*.15*ones(v,1)+(SideLength*.7)*rand(v,1); y(:,1)=SideLength*.15*ones(v,1)+(SideLength*.7)*rand(v,1); % for i=2:10*t %Measure minimum particle distance component wise from boundary %for each vehicle BorderGravX=[abs(SideLength*ones(v,1)-x(:,i-1)),abs(x(:,i-1))]'; BorderGravY=[abs(SideLength*ones(v,1)-y(:,i-1)),abs(y(:,i-1))]'; rx=min(BorderGravX)'; ry=min(BorderGravY)'; % %Set the sign of the repulsive force for k=1:v if x(k,i)<.5*SideLength sx(k)=1; else sx(k)=-1; end if y(k,i)<.5*SideLength sy(k)=1; else sy(k)=-1; end end % %Calculate Acceleration w/ random "nudge" and repulive force Ax(:,i)=ConservAccel*Ax(:,i-1)+RandAccel*(rand(v,1)-.5*ones(v,1))+sx*G./rx.^2; Ay(:,i)=ConservAccel*Ay(:,i-1)+RandAccel*(rand(v,1)-.5*ones(v,1))+sy*G./ry.^2; % %Ad hoc method of trying to slow down particles from jumping outside of %feasible region for h=1:v if abs(vx(h,i-1)+Ax(h,i))<speedlimit vx(h,i)=vx(h,i-1)+Ax(h,i); elseif (vx(h,i-1)+Ax(h,i))<-speedlimit vx(h,i)=-speedlimit; else vx(h,i)=speedlimit; end end for h=1:v if abs(vy(h,i-1)+Ay(h,i))<speedlimit vy(h,i)=vy(h,i-1)+Ay(h,i); elseif (vy(h,i-1)+Ay(h,i))<-speedlimit vy(h,i)=-speedlimit; else vy(h,i)=speedlimit; end end % %Update position x(:,i)=x(:,i-1)+(vx(:,i-1)+vx(:,i))/2; y(:,i)=y(:,i-1)+(vy(:,i-1)+vy(:,1))/2; % end %Plot position clf; hold on; axis([-100,SideLength+100,-100,SideLength+100]); cc=hsv(v); for j=1:v plot(x(j,1),y(j,1),'ko') plot(x(j,:),y(j,:),'color',cc(j,:)) end hold off; % end My original plan was to place particles within a square, and move them around by allowing their acceleration in the x and y direction to be governed by a uniformly distributed random variable. To keep the particles within the square, I tried to create a repulsive force that would push the particles away from the boundaries of the square. In practice, the particles tend to leave the desired "feasible" region after a relatively small number of time steps (say, 1000)." I'd love to hear your suggestions on either modifying my existing code or considering the problem from another perspective. When reading the code, please don't feel the need to get hung up on any of the ad hoc parameters at the very beginning of the script. They seem to help, but I don't believe any beside the "G" constant should truly be necessary to make this system work. Here is an example of the current output: Many of the vehicles have found their way outside of the desired square region, [0,400] X [0,400].

    Read the article

  • Top 5 characteristics Recruiters are looking for

    - by Maria Sandu
    Of course many skills and characteristics recruiters are looking for are job specific. But whether you are a graduate fresh out of college or seasoned in the workplace, recruiters are also looking for generic skills and attitude to see whether you are a good fit to the company. So make sure you prepare and show through examples that you have these skills. 1. Drive/passion Liking the job you are applying for is paramount and something recruiters are always looking for. Show and prove your drive for the role and/or the field you are applying for. Always be prepared to pitch yourself, this shows your drive in the role you are applying for. 2. Communication skills People often make the mistake by thinking this skill is related to how good they are able to talk about their background and expertise. This is important, but as least as important is it that you listen well to questions that are asked. Make sure you answer to the point and ask questions if you want questions to be clarified. This shows your interest in the role and the ability to communicate clearly. This also helps you building trust with the recruiter every time you speak to him/her. 3. Confidence Recruiters are looking for the best candidate for the job. So if you don’t think you are the best candidate why should the recruiter? Show with confidence, without being arrogant (think about building trust), why you are the right person for the job. Confidence also shows in your answers to difficult questions. Be confident enough to explain why some experiences went wrong and how you learnt from them. If you don’t have a direct explanation on a question, it is better to ask for a second to think instead of a random answer. 4. Vision The main reason to hire graduates for many companies is that graduates are perceived to be flexible. The organisation will train and up skill you in the direction best suitable for the organisation. However the most intense learning path is realised when you also know where you want to go. Companies are often happy to accommodate you to support with training and development, but if you don’t have a clear vision on what you want to achieve for yourself and what value you bring to the company, recruiters can decide you are not the right candidate as they are afraid you aren’t going to stay in the company. 5. Business awareness For every job you apply you will get challenged on your knowledge and interest for the market and business they are in. All companies add value in different ways in their respective markets. So make sure you are aware of what a company is doing, what their goal is and why and how they exist and how you can add value for the company in the role you are applying for. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

    Read the article

  • Get More From Your Service Request

    - by Get Proactive Customer Adoption Team
    Leveraging Service Request Best Practices Use best practices to get there faster. In the daily conversations I have with customers, they sometimes express frustration over their Service Requests. They often feel powerless to make needed changes, so their sense of frustration grows. To help you avoid some of the frustration you might feel in dealing with your Service Requests (SR), here are a few pointers that come from our best practice discussions. Be proactive. If you can anticipate some of the questions that Support will ask, or the information they may need, try to provide this up front, when you log the SR. This could be output from the Remote Diagnostic Agent (RDA), if this is a database issue, or the output from another diagnostic tool, if you’re an EBS customer. Any information you can supply that helps us understand the situation better, helps us resolve the issue sooner. As you use some of these tools proactively, you might even find the solution to the problem before you log an SR! Be right. Make sure you have the correct severity level. Since you select the initial severity level, it’s easy to accept the default without considering how significant this may be. Business impact is the driving factor, so make sure you take a moment to select the severity level that is appropriate to the situation. Also, make sure you ask us to change the severity level, should the situation dictate. Be responsive! If this is an important issue to you, quickly follow up on any action plan submitted to you by Oracle Support. The support engineer assigned to your Service Request will be able to move the issue forward more aggressively when they have the needed information. This is crucial in resolving your issues in a timely manner. Be thorough. If there are five questions in the action plan, make sure you provide an answer for all five questions in one response, rather than trickling them in one at a time. This will allow the engineer to look at all of the information as a whole and to avoid multiple trips to your SR, saving valuable time and getting you a resolution sooner. Be your own advocate! You know your situation best; make sure Oracle Support understands both how and why this issue is important to you and your company. Use the escalation process if you're concerned that your SR isn't going the right direction, the right pace, or through the right person. Don't wait until you're frustrated and angry. An escalation is as simple as a quick conversation on the phone and can be amazingly effective in getting your issues back on track. The support manager you speak with is empowered to make any needed changes. Be our partner. You can make your support experience better. When your SR has been resolved, you may receive a survey request. This is intended to get your feedback about how your SR went and what we can do to improve your overall support experience. Oracle Support is here to help you. Our goal with any Service Request is to provide the best possible solution as quickly as possible. With your help, we’ll be able to do this with your Service Request too.  

    Read the article

  • Data breakpoints to find points where data gets broken

    - by raccoon_tim
    When working with a large code base, finding reasons for bizarre bugs can often be like finding a needle in a hay stack. Finding out why an object gets corrupted without no apparent reason can be quite daunting, especially when it seems to happen randomly and totally out of context. Scenario Take the following scenario as an example. You have defined the a class that contains an array of characters that is 256 characters long. You now implement a method for filling this buffer with a string passed as an argument. At this point you mistakenly expect the buffer to be 256 characters long. At some point you notice that you require another character buffer and you add that after the previous one in the class definition. You now figure that you don’t need the 256 characters that the first member can hold and you shorten that to 128 to conserve space. At this point you should start thinking that you also have to modify the method defined above to safeguard against buffer overflow. It so happens, however, that in this not so perfect world this does not cross your mind. Buffer overflow is one of the most frequent sources for errors in a piece of software and often one of the most difficult ones to detect, especially when data is read from an outside source. Many mass copy functions provided by the C run-time provide versions that have boundary checking (defined with the _s suffix) but they can not guard against hard coded buffer lengths that at some point get changed. Finding the bug Getting back to the scenario, you’re now wondering why does the second string get modified with data that makes no sense at all. Luckily, Visual Studio provides you with a tool to help you with finding just these kinds of errors. It’s called data breakpoints. To add a data breakpoint, you first run your application in debug mode or attach to it in the usual way, and then go to Debug, select New Breakpoint and New Data Breakpoint. In the popup that opens, you can type in the memory address and the amount of bytes you wish to monitor. You can also use an expression here, but it’s often difficult to come up with an expression for data in an object allocated on the heap when not in the context of a certain stack frame. There are a couple of things to note about data breakpoints, however. First of all, Visual Studio supports a maximum of four data breakpoints at any given time. Another important thing to notice is that some C run-time functions modify memory in kernel space which does not trigger the data breakpoint. For instance, calling ReadFile on a buffer that is monitored by a data breakpoint will not trigger the breakpoint. The application will now break at the address you specified it to. Often you might immediately spot the issue but the very least this feature can do is point you in the right direction in search for the real reason why the memory gets inadvertently modified. Conclusions Data breakpoints are a great feature, especially when doing a lot of low level operations where multiple locations modify the same data. With the exception of some special cases, like kernel memory modification, you can use it whenever you need to check when memory at a certain location gets changed on purpose or inadvertently.

    Read the article

  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

    Read the article

  • Software and/(x)or Hardware Projects for Pre-School Kids

    - by haylem
    I offered to participate at my kid's pre-school for various activities (yes, I'm crazy like that), and one of them is to help them discover extra-curricular (big word for a pre-school, but by lack of a better one... :)) hobbies, which may or may not relate to a professional activity. At first I thought that it wouldn't be really easy to have pre-schoolers relate to programming or the internal workings of a computer system in general (and I'm more used to teaching middle-school to university-level students), but then I thought there must be a way. So I'm trying to figure out ways to introduce very young kids (3yo) to computer systems in a fun and preferably educational way. Of course, I don't expect them to start smashing the stack for fun and profit right away (or at least not voluntarily, though I could use the occasion for some toddler tests...), but I'm confident there must be ways to get them interested in both: using the systems, becoming curious about understanding what they do, interacting with the systems to modify them. I guess this setting is not really relevant after all, it's pretty much the same as if you were aiming to achieve the same for your own kids at home. Ideas Considering we're talking 3yo pre-schoolers here, and that at this age some kids are already quite confident using a mouse (some even a keyboard, if not for typing, at least to press some buttons they've come to associate with actions) while others have not yet had any interaction with computers of any kind, it needs to be: rather basic, demonstrated and played with in less then 5 or 10 minutes, doable in in groups or alone, scalable and extendable in complexity to accommodate their varying abilities. The obvious options are: basic smallish games to play with, interactive systems like LOGO, Kojo, Squeak and clones (possibly even simpler than that), or thngs like Lego Systems. I guess it can be a thing to reflect on both at the software and the hardware levels: it could be done with a desktop or laptop machine, a tablet, a smartphone (or a crap-phone, for that matter, as long as you can modify it), or even get down to building something from scratch (Raspberry Pi and Arduino being popular options at the moment). I can probably be in the form of games, funny visualizations (which are pretty much games) w/ Prototype, virtual worlds to explore. I also thought on the moment (and I hope this won't offend anyone) that some approaches to teaching pets could work (reward systems, haptic feedback and such things could quickly point a kid in the right direction to understanding how things work, in a similar fashion - I'm not suggesting to shock the kids!). Hmm, Is There an Actual Question in There? What type of systems do you think might be a good fit, both in terms of hardware and software? Do you have seen such systems, or have anything in mind to work on? Are you aware of some research in this domain, with tangible results? Any input is welcome. It's not that I don't see options: there are tons, but I have a harder time pinpointing a more concrete and definite type of project/activity, so I figure some have valuable ideas or existing ones. Note: I am not advocating that every kid should learn to program, be interested in computer systems, or that all of them in a class would even care enough to follow such an introduction with more than a blank stare. I don't buy into the "everybody would benefit from learning to program" thing. Wouldn't hurt, but not necessary in any way. But if I can walk out of there with a few of them having smiled using the thing (or heck, cried because others took them away from them), that'd be good enough. Related Questions I've seen and that seem to complement what I'm looking for, but not exactly for the same age groups or with the same goals: Teaching Programming to Kids Recommendations for teaching kids math concepts & skills for programming?

    Read the article

< Previous Page | 132 133 134 135 136 137 138 139 140 141 142 143  | Next Page >