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  • Major Analyst Report Chooses Oracle As An ECM Leader

    - by brian.dirking(at)oracle.com
    Oracle announced that Gartner, Inc. has named Oracle as a Leader in its latest "Magic Quadrant for Enterprise Content Management" in a press release issued this morning. Gartner's Magic Quadrant reports position vendors within a particular quadrant based on their completeness of vision and ability to execute. According to Gartner, "Leaders have the highest combined scores for Ability to Execute and Completeness of Vision. They are doing well and are prepared for the future with a clearly articulated vision. In the context of ECM, they have strong channel partners, presence in multiple regions, consistent financial performance, broad platform support and good customer support. In addition, they dominate in one or more technology or vertical market. Leaders deliver a suite that addresses market demand for direct delivery of the majority of core components, though these are not necessarily owned by them, tightly integrated, unique or best-of-breed in each area. We place more emphasis this year on demonstrated enterprise deployments; integration with other business applications and content repositories; incorporation of Web 2.0 and XML capabilities; and vertical-process and horizontal-solution focus. Leaders should drive market transformation." "To extend content governance and best practices across the enterprise, organizations need an enterprise content management solution that delivers a broad set of functionality and is tightly integrated with business processes," said Andy MacMillan, vice president, Product Management, Oracle. "We believe that Oracle's position as a Leader in this report is recognition of the industry-leading performance, integration and scalability delivered in Oracle Enterprise Content Management Suite 11g." With Oracle Enterprise Content Management Suite 11g, Oracle offers a comprehensive, integrated and high-performance content management solution that helps organizations increase efficiency, reduce costs and improve content security. In the report, Oracle is grouped among the top three vendors for execution, and is the furthest to the right, placing Oracle as the most visionary vendor. This vision stems from Oracle's integration of content management right into key business processes, delivering content in context as people need it. Using a PeopleSoft Accounts Payable user as an example, as an employee processes an invoice, Oracle ECM Suite brings that invoice up on the screen so the processor can verify the content right in the process, improving speed and accuracy. Oracle integrates content into business processes such as Human Resources, Travel and Expense, and others, in the major enterprise applications such as PeopleSoft, JD Edwards, Siebel, and E-Business Suite. As part of Oracle's Enterprise Application Documents strategy, you can see an example of these integrations in this webinar: Managing Customer Documents and Marketing Assets in Siebel. You can also get a white paper of the ROI Embry Riddle achieved using Oracle Content Management integrated with enterprise applications. Embry Riddle moved from a point solution for content management on accounts payable to an infrastructure investment - they are now using Oracle Content Management for accounts payable with Oracle E-Business Suite, and for student on-boarding with PeopleSoft e-Campus. They continue to expand their use of Oracle Content Management to address further use cases from a core infrastructure. Oracle also shows its vision in the ability to deliver content optimized for online channels. Marketers can use Oracle ECM Suite to deliver digital assets and offers as part of an integrated campaign that understands website visitors and ensures that they are given the most pertinent information and offers. Oracle also provides full lifecycle management through its built-in records management. Companies are able to manage the lifecycle of content (both records and non-records) through built-in retention management. And with the integration of Oracle ECM Suite and Sun Storage Archive Manager, content can be routed to the appropriate storage media based upon content type, usage data or other business rules. This ensures that the most accessed content is instantly available, and archived content is stored on a more appropriate medium like tape. You can learn more in this webinar - Oracle Content Management and Sun Tiered Storage. If you are interested in reading more about why Oracle was chosen as a Leader, view the Gartner Magic Quadrant for Enterprise Content Management.

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  • simple collision detection with box2dweb

    - by skywalker
    im beginner in box2dweb that version of box2d for javascript i wrote simple gravity system and i want to detect the collision between the box and the ground , when the falling box hit the ground execute simple function like function sucs(){alert("the box on the floor !")}; this is my code var CANVAS_WIDTH = 1024, CANVAS_HEIGHT = 700, SCALE = 30; var b2Vec2 = Box2D.Common.Math.b2Vec2 , b2BodyDef = Box2D.Dynamics.b2BodyDef , b2Body = Box2D.Dynamics.b2Body , b2FixtureDef = Box2D.Dynamics.b2FixtureDef , b2Fixture = Box2D.Dynamics.b2Fixture , b2World = Box2D.Dynamics.b2World , b2MassData = Box2D.Collision.Shapes.b2MassData , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape , b2DebugDraw = Box2D.Dynamics.b2DebugDraw; var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); var world = new b2World(new b2Vec2(0, 8), true); var fixDef = new b2FixtureDef(); var bodyDef = new b2BodyDef(); fixDef.density = 1.0; fixDef.friction = 0.5; bodyDef.type = b2Body.b2_staticBody; fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(20, 2); bodyDef.position.Set(10, 400 / 30 + 1.8); world.CreateBody(bodyDef).CreateFixture(fixDef); fixDef.density = 1.0; fixDef.friction = 0.5; fixDef.restitution = 0.3; bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.Set(50 / SCALE, 0 / SCALE); //bodyDef.linearVelocity.Set((Math.random() * 12) + 2, (Math.random() * 12) + 2); fixDef.shape = new b2PolygonShape(); fixDef.shape.SetAsBox(25 / SCALE, 25 / SCALE); world.CreateBody(bodyDef).CreateFixture(fixDef); var debugDraw = new b2DebugDraw(); debugDraw.SetSprite(document.getElementById("canvas").getContext("2d")); debugDraw.SetDrawScale(30.0); debugDraw.SetFillAlpha(0.5); debugDraw.SetLineThickness(1.0); debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); world.SetDebugDraw(debugDraw); var image = new Image(); image.src = "image.png"; window.setInterval(gameLoop, 1000 / 60); function gameLoop() { world.Step(1 / 60, 8, 3); world.ClearForces(); context.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); b = world.GetBodyList() var pos = b.GetPosition(); context.save(); context.translate(pos.x * SCALE, pos.y * SCALE); context.rotate(b.GetAngle()); context.drawImage(image, -25, -25); context.restore(); b = b.GetNext(); pos = b.GetPosition(); context.save(); context.translate(pos.x * SCALE, pos.y * SCALE); //b.GetAngle()++; context.rotate(b.GetAngle()); context.drawImage(image, -25, -25); context.restore(); world.DrawDebugData(); };

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  • Steps for MySQL DB Replication

    - by Manish Agrawal
    Following are the steps for MySQL Replication implementation on Linux machine: Pre-implementation steps for DB Replication:   1.    Identify the databases to be replicated 2.    Identify the tables to be ignored during replication per database for example log tables 3.  Carefully identify and replace the variables and paths(locations) mentioned (in bold) in the commands given below with appropriate values 4.  Schedule the maintenance activity in odd hours as these activities will affect all the databases on Master database server       Implementation steps for DB Replication:     1.    Configure the /etc/my.cnf file on Master database server to enable Binary logging, setting of server id and configuring of dbnames for which logging should be done. [mysqld] log-bin=mysql-bin server-id=1 binlog-do-db = dbname   Note: You can specify multiple DB in binlog-do-db by using comma separated dbname values like: dbname1, dbname2, …, dbnameN   2.    On Master database, Grant Replication Slave Privileges, by executing following command on mysql prompt mysql> GRANT REPLICATION SLAVE ON *.* TO slaveuser@<hostname> identified by ‘slavepassword’;   3.    Stop the Master & Slave database by giving the command      mysqladmin shutdown   4.    Start the Master database by giving the command      /usr/local/mysql-5.0.22/bin/mysqld_safe --user=user&     5.    mysql> FLUSH TABLES WITH READ LOCK; Note: Leave the client (putty session) from which you issued the FLUSH TABLES statement running, so that the read lock remains in effect. If you exit the client, the lock is released. 6.    mysql > SHOW MASTER STATUS;          +---------------+----------+--------------+------------------+          | File          | Position | Binlog_Do_DB | Binlog_Ignore_DB |          +---------------+----------+--------------+------------------+          | mysql-bin.003 | 117       | dbname       |                  |          +---------------+----------+--------------+------------------+ Note: Note this information as this will be required while starting of Slave and replication in later steps   7.    Take MySQL dump by giving the following command, In another session window (putty window) run the following command: mysqldump –u user --ignore-table=dbname.tbl_name -–ignore-table=dbname.tbl_name2 --master-data dbname > dbname_dump.db Note: When choosing databases to include in the dump, remember that you will need to filter out databases on each slave that you do not want to include in the replication process.     8.    Unlock the tables on Master by giving following command: mysql> UNLOCK TABLES;   9.    Copy the dump file to Slave DB server   10.  Startup the Slave by using option --skip-slave      /usr/local/mysql-5.0.22/bin/mysqld_safe --user=user --skip-slave&   11.  Restore the dump file on Slave DB server      mysql –u user dbname < dbname_dump.db   12.  Stop the Slave database by giving the command      mysqladmin shutdown   13.  Configure the /etc/my.cnf file on the Slave database server [mysqld] server-id=2 replicate-ignore-table = dbname.tablename   14.  Start the Slave Mysql Server with 'replicate-do-db=DB name' option.      /usr/local/mysql-5.0.22/bin/mysqld_safe --user=user --replicate-do-db=dbname --skip-slave   15.  Configure the settings at Slave server for Master host name, log filename and position within the log file as shown in Step 6 above Use Change Master statement in the MySQL session mysql> CHANGE MASTER TO MASTER_HOST='<master_host_name>', MASTER_USER='<replication_user_name>', MASTER_PASSWORD='<replication_password>', MASTER_LOG_FILE='<recorded_log_file_name>', MASTER_LOG_POS=<recorded_log_position>;   16.  On Slave Servers mysql prompt give the following command: a.     mysql > START SLAVE; b.    mysql > SHOW SLAVE STATUS;         Note: To stop slave for backup or any other activity you can use the following command on the Slave Servers mysql prompt: mysql> STOP SLAVE     Refer following links for more information on MySQL DB Replication: http://dev.mysql.com/doc/refman/5.0/en/replication-options.html http://crazytoon.com/2008/04/21/mysql-replication-replicate-by-choice/ http://dev.mysql.com/doc/refman/5.0/en/mysqldump.html

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  • How to Set Up Your Enterprise Social Organization

    - by Mike Stiles
    The rush for business organizations to establish, grow, and adopt social was driven out of necessity and inevitability. The result, however, was a sudden, booming social presence creating touch points with customers, partners and influencers, but without any corporate social organization or structure in place to effectively manage it. Even today, many business leaders remain uncertain as to how to corral this social media thing so that it makes sense for their enterprise. Imagine their panic when they hear one of the most beneficial approaches to corporate use of social involves giving up at least some hierarchical control and empowering employees to publicly engage customers. And beyond that, they should also be empowered, regardless of their corporate status, to engage and collaborate internally, spurring “off the grid” innovation. An HBR blog points out that traditionally, enterprise organizations function from the top down, and employees work end-to-end, structured around business processes. But the social enterprise opens up structures that up to now have not exactly been embraced by turf-protecting executives and managers. The blog asks, “What if leaders could create a future where customers, associates and suppliers are no longer seen as objects in the system but as valued sources of innovation, ideas and energy?” What if indeed? The social enterprise activates internal resources without the usual obsession with position. It is the dawn of mass collaboration. That does not, however, mean this mass collaboration has to lead to uncontrolled chaos. In an extended interview with Oracle, Altimeter Group analyst Jeremiah Owyang and Oracle SVP Reggie Bradford paint a complete picture of today’s social enterprise, including internal organizational structures Altimeter Group has seen emerge. One sign of a mature social enterprise is the establishing of a social Center of Excellence (CoE), which serves as a hub for high-level social strategy, training and education, research, measurement and accountability, and vendor selection. This CoE is led by a corporate Social Strategist, most likely from a Marketing or Corporate Communications background. Reporting to them are the Community Managers, the front lines of customer interaction and engagement; business unit liaisons that coordinate the enterprise; and social media campaign/product managers, social analysts, and developers. With content rising as the defining factor for social success, Altimeter also sees a Content Strategist position emerging. Across the enterprise, Altimeter has seen 5 organizational patterns. Watching the video will give you the pros and cons of each. Decentralized - Anyone can do anything at any time on any social channel. Centralized – One central groups controls all social communication for the company. Hub and Spoke – A centralized group, but business units can operate their own social under the hub’s guidance and execution. Most enterprises are using this model. Dandelion – Each business unit develops their own social strategy & staff, has its own ability to deploy, and its own ability to engage under the central policies of the CoE. Honeycomb – Every employee can do social, but as opposed to the decentralized model, it’s coordinated and monitored on one platform. The average enterprise has a whopping 178 social accounts, nearly ¼ of which are usually semi-idle and need to be scrapped. The last thing any C-suite needs is to cope with fragmented technologies, solutions and platforms. It’s neither scalable nor strategic. The prepared, effective social enterprise has a technology partner that can quickly and holistically integrate emerging platforms and technologies, such that whatever internal social command structure you’ve set up can continue efficiently executing strategy without skipping a beat. @mikestiles

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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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  • How to Set Up Your Enterprise Social Organization?

    - by Richard Lefebvre
    By Mike Stiles on Dec 04, 2012 The rush for business organizations to establish, grow, and adopt social was driven out of necessity and inevitability. The result, however, was a sudden, booming social presence creating touch points with customers, partners and influencers, but without any corporate social organization or structure in place to effectively manage it. Even today, many business leaders remain uncertain as to how to corral this social media thing so that it makes sense for their enterprise. Imagine their panic when they hear one of the most beneficial approaches to corporate use of social involves giving up at least some hierarchical control and empowering employees to publicly engage customers. And beyond that, they should also be empowered, regardless of their corporate status, to engage and collaborate internally, spurring “off the grid” innovation. An HBR blog points out that traditionally, enterprise organizations function from the top down, and employees work end-to-end, structured around business processes. But the social enterprise opens up structures that up to now have not exactly been embraced by turf-protecting executives and managers. The blog asks, “What if leaders could create a future where customers, associates and suppliers are no longer seen as objects in the system but as valued sources of innovation, ideas and energy?” What if indeed? The social enterprise activates internal resources without the usual obsession with position. It is the dawn of mass collaboration. That does not, however, mean this mass collaboration has to lead to uncontrolled chaos. In an extended interview with Oracle, Altimeter Group analyst Jeremiah Owyang and Oracle SVP Reggie Bradford paint a complete picture of today’s social enterprise, including internal organizational structures Altimeter Group has seen emerge. One sign of a mature social enterprise is the establishing of a social Center of Excellence (CoE), which serves as a hub for high-level social strategy, training and education, research, measurement and accountability, and vendor selection. This CoE is led by a corporate Social Strategist, most likely from a Marketing or Corporate Communications background. Reporting to them are the Community Managers, the front lines of customer interaction and engagement; business unit liaisons that coordinate the enterprise; and social media campaign/product managers, social analysts, and developers. With content rising as the defining factor for social success, Altimeter also sees a Content Strategist position emerging. Across the enterprise, Altimeter has seen 5 organizational patterns. Watching the video will give you the pros and cons of each. Decentralized - Anyone can do anything at any time on any social channel. Centralized – One central groups controls all social communication for the company. Hub and Spoke – A centralized group, but business units can operate their own social under the hub’s guidance and execution. Most enterprises are using this model. Dandelion – Each business unit develops their own social strategy & staff, has its own ability to deploy, and its own ability to engage under the central policies of the CoE. Honeycomb – Every employee can do social, but as opposed to the decentralized model, it’s coordinated and monitored on one platform. The average enterprise has a whopping 178 social accounts, nearly ¼ of which are usually semi-idle and need to be scrapped. The last thing any C-suite needs is to cope with fragmented technologies, solutions and platforms. It’s neither scalable nor strategic. The prepared, effective social enterprise has a technology partner that can quickly and holistically integrate emerging platforms and technologies, such that whatever internal social command structure you’ve set up can continue efficiently executing strategy without skipping a beat. @mikestiles

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  • Brainless Backups

    - by Jesse
    I’m a software developer by trade which means to my friends and family I’m just a “computer guy”. It’s assumed that I know everything about every facet of computing from removing spyware to replacing hardware. I also can do all of this blindly over the phone or after hearing a five to ten word description of the problem over dinner ;-) In my position as CIO of my friends and families I’ve been in the unfortunate position of trying to recover music, pictures, or documents off of failed hard drives on more than one occasion. It’s not a great situation for anyone, and it’s always at these times that the importance of backups becomes so clear. Several months back a friend of mine found himself in this situation. The hard drive on his 8 year old laptop failed and took a good number of his digital photos with it. I think most folks can deal with losing some of their music and even some of their documents, but it really stings to lose pictures of past events and loved ones. After ordering a new laptop, my friend went out and bought an external hard drive so that he could start keeping a backup of his data. As fate would have it, several months later the drive in his new laptop failed and he learned the hard way that simply buying the external hard drive isn’t enough… you actually have to copy your stuff over every once in awhile! The importance of backup and recovery plans is (hopefully) well known in IT organizations. Well executed backup plans are in place, and hopefully the backup and recovery process is tested regularly. When you’re talking about users at home, however, the need for these backups is often understood far too late. Most typical users can’t be expected to remember to backup their data regularly and also don’t always have the know-how to setup automated backups. For my friends and family members in this situation I recommend tools like Dropbox, Carbonite, and Mozy. Here’s why I like them: They’re affordable: Dropbox and Mozy both have free offerings, though most people with lots of music and/or photos to backup will probably exceed the storage limitations of those free plans pretty quickly. Still, all three offer pretty affordable monthly or yearly plans. In my opinion, Carbonite’s unlimited storage plan for $50-$60 per year is the best value around. They’re easy to setup: Both Dropbox and Carbonite are very easy to get setup and start using. I’ve never used Mozy, but I imagine it’s similarly painless to get up and running. Backups are automatically “off-site”: A backup that is sitting on an external hard drive right next to your computer is great, but might not protect against flood damage, a power surge, or other disasters in that single location. These services exist “in the cloud” so to speak, helping mitigate those concerns. Granted, this kind of backup scheme requires some trust in the 3rd party to protect your data from both malicious people and disastrous events. This truly is a bit of a double edged sword, but I sleep well at night knowing that my data is being backed up and secured by a company made up of engineers that focus on the business of doing backups right. Backups are “brainless”: What I like most about services like these is that they work “automagically” in the background, watching for files to be updated and automatically backing up those changes. There’s no need to remember to plug in that external drive and copy your data over. Since starting to recommend these services to my friends and family I find myself wearing my “data recovery” hat far less often. The only way backups are effective for your standard computer user is if they’re completely automatic. Backups need to be brainless, or they just won’t work.

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  • Are there too many qualified software development engineers chasing too few jobs?

    - by T Gregory
    I am trying to write this question in a non-argumentative way, but it is quite emotionally charged for some, so please bear with me. In the U.S., we hear constantly from CEOs that they cannot find enough qualified software engineers. In fact, it is the position of the U.S. government that demand for software engineering talent outpaces supply. This position can be clearly seen in the granting of tens of thousands of H1B visas, but also in the following excerpt from the official 2010-11 Bureau of Labor Statistics Occupational Outlook Handbook: Employment of computer software engineers is expected to increase by 32 percent from 2008-2018, which is much faster than the average for all occupations. In addition, this occupation will see a large number of new jobs, with more than 295,000 created between 2008 and 2018. Demand for computer software engineers will increase as computer networking continues to grow. For example, expanding Internet technologies have spurred demand for computer software engineers who can develop Internet, intranet, and World Wide Web applications. Likewise, electronic data-processing systems in business, telecommunications, healthcare, government, and other settings continue to become more sophisticated and complex. Implementing, safeguarding, and updating computer systems and resolving problems will fuel the demand for growing numbers of systems software engineers. New growth areas will also continue to arise from rapidly evolving technologies. The increasing uses of the Internet, the proliferation of Web sites, and mobile technology such as the wireless Internet have created a demand for a wide variety of new products. As more software is offered over the Internet, and as businesses demand customized software to meet their specific needs, applications and systems software engineers will be needed in greater numbers. In addition, the growing use of handheld computers will create demand for new mobile applications and software systems. As these devices become a larger part of the business environment, it will be necessary to integrate current computer systems with this new, more mobile technology. However, from the the employee side of the equation, we often hear the opposite. Many of the stories of SDEs with graduate degrees and decades of experience on the unemployment line, or the big tech interview war stories, are anecdotal, for sure. But, there is one piece of data that is neither anecdotal nor transitory, and that is the aggregate decisions of millions of undergraduates of what degree to pursue. Here, a different picture emerges from the data, and that picture is not good for the software profession. According the most recent Taulbee Survey from Computer Research Association, undergrad degree production in CS and CE has fallen nearly 60% since 2004. (Undergrad enrollments have ticked up in the past two years, but only modestly). Here we see that a basic disconnect between what corporate CEOs and the US government are saying and what potential employees really think about job prospects in software engineering. So my questions are these. Who are we to believe? Is there an acute talent shortage, or is there a long-term structural oversupply in the SDE labor market? Can anyone provide reliable data on long-term unemployment among SDEs? How many are leaving the profession due to lack of work? Real data is most helpful. Thanks.

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  • Create bullet physics rigid body along the vertices of a blender model

    - by Krishnabhadra
    I am working on my first 3D game, for iphone, and I am using Blender to create models, Cocos3D game engine and Bullet for physics simulation. I am trying to learn the use of physics engine. What I have done I have created a small model in blender which contains a Cube (default blender cube) at the origin and a UVSphere hovering exactly on top of this cube (without touching the cube) I saved the file to get MyModel.blend. Then I used File -> Export -> PVRGeoPOD (.pod/.h/.cpp) in Blender to export the model to .pod format to use along with Cocos3D. In the coding side, I added necessary bullet files to my Cocos3D template project in XCode. I am also using a bullet objective C wrapper. -(void) initializeScene { _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setup camera, lamp etc.*/ .......... ........... /*Add models created in blender to scene*/ [self addContentFromPODFile: @"MyModel.pod"]; /*Create OpenGL ES buffers*/ [self createGLBuffers]; /*get models*/ CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; /*Those boring grey colors..*/ [cubeNode setColor:ccc3(255, 255, 0)]; [sphereNode setColor:ccc3(255, 0, 0)]; float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh).vertexLocations.vertices; int cVertexCount = (CC3VertexArrayMesh*)cubeNode.mesh).vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); // for (int i = 0; i < cVertexCount * 3; i+=3) { // printf("\n%f", cVertexData[i]); // printf("\n%f", cVertexData[i+1]); // printf("\n%f", cVertexData[i+2]); // } /*Trying to create a triangle mesh that curresponds the cube in 3D space.*/ int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++){ unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2] ), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2] ), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2] )); offset += 18; } [self releaseRedundantData]; /*Create a collision shape from triangle mesh*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); /*Create physics objects*/ gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); } When I run the sphere and cube shows up fine. I expect the sphere object to fall directly on top of the cube, since I have given it a mass of 1 and the physics world gravity is given as -9.8 in y direction. But What is happening the spere rotates around cube three or times and then just jumps out of the scene. Then I know I have some basic misunderstanding about the whole process. So my question is, how can I create a physics collision shape which corresponds to the shape of a particular mesh model. I may need complex shapes than cube and sphere, but before going into them I want to understand the concepts.

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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  • Collisions not working as intended

    - by Stan
    I'm making a game, it's a terraria-like game, with 20x20 blocks, and you can place and remove those blocks. Now, I am trying to write collisions, but it isn't working as I want, the collision succesfully stops the player from going through the ground, but, when I press a key like A + S, that means if I walk down and left (Noclip is on atm), my player will go into the ground, bug up, and exit the ground somewhere else in the level. I made a video of it. The red text means which buttons I am pressing. http://www.youtube.com/watch?v=mo4frZyNwOs You see, if I press A and S together, I go into the ground. Here is my collision code: Vector2 collisionDist, normal; private bool IsColliding(Rectangle body1, Rectangle body2) { normal = Vector2.Zero; Vector2 body1Centre = new Vector2(body1.X + (body1.Width / 2), body1.Y + (body1.Height / 2)); Vector2 body2Centre = new Vector2(body2.X + (body2.Width / 2), body2.Y + (body2.Height / 2)); Vector2 distance, absDistance; float xMag, yMag; distance = body1Centre - body2Centre; float xAdd = ((body1.Width) + (body2.Width)) / 2.0f; float yAdd = ((body1.Height) + (body2.Height)) / 2.0f; absDistance.X = (distance.X < 0) ? -distance.X : distance.X; absDistance.Y = (distance.Y < 0) ? -distance.Y : distance.Y; if (!((absDistance.X < xAdd) && (absDistance.Y < yAdd))) return false; xMag = xAdd - absDistance.X; yMag = yAdd - absDistance.Y; if (xMag < yMag) normal.X = (distance.X > 0) ? xMag : -xMag; else normal.Y = (distance.Y > 0) ? yMag : -yMag; return true; } private void PlayerCollisions() { foreach (Block blocks in allTiles) { collisionDist = Vector2.Zero; if (blocks.Texture != airTile && blocks.Texture != stoneDarkTexture && blocks.Texture != stoneDarkTextureSelected && blocks.Texture != airTileSelected && blocks.Texture != doorTexture && blocks.Texture != doorTextureSelected) { if (IsColliding(player.plyRect, blocks.tileRect)) { if (normal.Length() > collisionDist.Length()) { collisionDist = normal; } player.Position.X += collisionDist.X; player.Position.Y += collisionDist.Y; break; } } } } I got PlayerCollisions() running in my Update method. As you can see it works partly, but if it runs perfectly, it would be awesome, though I have no idea how to fix this problem. Help would be greatly appreciated. EDIT: If I remove the break; it works partly, then it is just the thing that it spasms when it hits two or more blocks at once, like, if I touch 2/3 blocks at once, it does twice the force up. How can I make it so that it only does the force for one block, so it stays correct, and does not spasm? Thanks.

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  • How to use a list of values in Excel as filter in a query

    - by Luca Zavarella
    It often happens that a customer provides us with a list of items for which to extract certain information. Imagine, for example, that our clients wish to have the header information of the sales orders only for certain orders. Most likely he will give us a list of items in a column in Excel, or, less probably, a simple text file with the identification code:     As long as the given values ??are at best a dozen, it costs us nothing to copy and paste those values ??in our SSMS and place them in a WHERE clause, using the IN operator, making sure to include the quotes in the case of alphanumeric elements (the database sample is AdventureWorks2008R2): SELECT * FROM Sales.SalesOrderHeader AS SOH WHERE SOH.SalesOrderNumber IN ( 'SO43667' ,'SO43709' ,'SO43726' ,'SO43746' ,'SO43782' ,'SO43796') Clearly, the need to add commas and quotes becomes an hassle when dealing with hundreds of items (which of course has happened to us!). It’d be comfortable to do a simple copy and paste, leaving the items as they are pasted, and make sure the query works fine. We can have this commodity via a User Defined Function, that returns items in a table. Simply we’ll provide the function with an input string parameter containing the pasted items. I give you directly the T-SQL code, where comments are there to clarify what was written: CREATE FUNCTION [dbo].[SplitCRLFList] (@List VARCHAR(MAX)) RETURNS @ParsedList TABLE ( --< Set the item length as your needs Item VARCHAR(255) ) AS BEGIN DECLARE --< Set the item length as your needs @Item VARCHAR(255) ,@Pos BIGINT --< Trim TABs due to indentations SET @List = REPLACE(@List, CHAR(9), '') --< Trim leading and trailing spaces, then add a CR\LF at the end of the list SET @List = LTRIM(RTRIM(@List)) + CHAR(13) + CHAR(10) --< Set the position at the first CR/LF in the list SET @Pos = CHARINDEX(CHAR(13) + CHAR(10), @List, 1) --< If exist other chars other than CR/LFs in the list then... IF REPLACE(@List, CHAR(13) + CHAR(10), '') <> '' BEGIN --< Loop while CR/LFs are over (not found = CHARINDEX returns 0) WHILE @Pos > 0 BEGIN --< Get the heading list chars from the first char to the first CR/LF and trim spaces SET @Item = LTRIM(RTRIM(LEFT(@List, @Pos - 1))) --< If the so calulated item is not empty... IF @Item <> '' BEGIN --< ...insert it in the @ParsedList temporary table INSERT INTO @ParsedList (Item) VALUES (@Item) --(CAST(@Item AS int)) --< Use the appropriate conversion if needed END --< Remove the first item from the list... SET @List = RIGHT(@List, LEN(@List) - @Pos - 1) --< ...and set the position to the next CR/LF SET @Pos = CHARINDEX(CHAR(13) + CHAR(10), @List, 1) --< Repeat this block while the upon loop condition is verified END END RETURN END At this point, having created the UDF, our query is transformed trivially in: SELECT * FROM Sales.SalesOrderHeader AS SOH WHERE SOH.SalesOrderNumber IN ( SELECT Item FROM SplitCRLFList('SO43667 SO43709 SO43726 SO43746 SO43782 SO43796') AS SCL) Convenient, isn’t it? You can find the script DBA_SplitCRLFList.sql here. Bye!!

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  • Use Your Favorite Wallpapers in Windows 7 Starter Edition

    - by Asian Angel
    If you have Windows 7 Starter Edition installed on your netbook, the default wallpaper can get old. If you are tired of looking at the default wallpaper, then join us today as we look at changing it with Oceanis Change Background Windows 7. Special Notes This information is quoted directly from the website and needs to be kept in mind when using Oceanis Change Background Windows 7: If the Oceanis Change Background Windows 7 program no longer works properly after installing some Windows Updates, then uninstall and reinstall the Oceanis Change Background Windows 7 program to have it run properly again. If you ever do an in-place upgrade to another higher level edition of Windows 7 in the future, then be sure to uninstall this Oceanis Change Background Windows 7 program first to avoid incompatibility issues with it in the new edition of Windows 7. It was designed to only work in Windows 7 Starter edition. Before There it is…the default wallpaper everyone with the Starter Edition gets stuck with. Some people may not mind it, but if you are one of the people who really wants something different then get ready to rejoice. After The install file for Oceanis is contained in a zip file so you will need to unzip it to get started. The install process is quick and simple but you will need to do a system restart afterwards. Once you have restarted your computer this is what your screen will look like…do not panic and think that this is all there is to it. This is just the Starter Screen and can be easily changed… Note: Oceanis will auto-start with Windows each time. Using either the Desktop Icon or the Start Menu Entry, open up the Oceanis Main Window. You will see the set of four default wallpapers shown here. At this point the best thing to do is browse for the appropriate folder where you have all of those wonderful new wallpapers just waiting to be used. Note: We found Stretch to be the best Picture Position setting on our system. For our example we had three ready and waiting. We decided to try out the Wallpaper Slideshow feature first. We chose a time frame and saved our changes. Here are our three wallpapers as they switched through. This can be much more interesting than the default wallpaper. There was only one quirk that we encountered while using the Slideshow Setting. On occasion if we minimized a non-maximized window there would be a leftover partial image in place of the window. Our suggestion? Go with one wallpaper at a time and the settings shown below. These are the settings that we had terrific luck with…Only one picture selected, Picture Position = Stretch, & Change Picture Every = Every Day. Using these settings, the Starter Edition acted just like any of the other editions with regard to wallpaper management. Conclusion If you have grown tired of looking at the default wallpaper in Windows 7 Starter Edition then you will certainly appreciate what Oceanis Change Background Windows 7 can do to fix that problem. For more ways to customize your Windows 7 Started Edition, be sure to to check out how to personalize Windows 7 Starter. Links Download Oceanis Change Background Windows 7 Similar Articles Productive Geek Tips Windows 7 Welcome Screen Taking Forever? Here’s the Fix (Maybe)Awesome Desktop Wallpapers: The Windows 7 EditionHow To Customize Wallpaper in Windows 7 Starter EditionDesktop Fun: Starship Theme WallpapersDesktop Fun: Underwater Theme Wallpapers TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools Track Daily Goals With 42Goals Video Toolbox is a Superb Online Video Editor Fun with 47 charts and graphs Tomorrow is Mother’s Day

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  • Sprite animation in openGL - Some frames are being skipped

    - by Sid
    Earlier, I was facing problems on implementing sprite animation in openGL ES. Now its being sorted up. But the problem that i am facing now is that some of my frames are being skipped when a bullet(a circle) strikes on it. What I need : A sprite animation should stop at the last frame without skipping any frame. What I did : Collision Detection function and working properly. PS : Everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case. ------------------------ EDIT----------------------- My sprite sheet. Consider the animation from Left to right and then from top to bottom Here is an image for a better understanding. My spritesheet ... class FragileSquare{ FloatBuffer fVertexBuffer, mTextureBuffer; ByteBuffer mColorBuff; ByteBuffer mIndexBuff; int[] textures = new int[1]; public boolean beingHitFromBall = false; int numberSprites = 20; int columnInt = 4; //number of columns as int float columnFloat = 4.0f; //number of columns as float float rowFloat = 5.0f; int oldIdx; public FragileSquare() { // TODO Auto-generated constructor stub float vertices [] = {-1.0f,1.0f, //byte index 0 1.0f, 1.0f, //byte index 1 //byte index 2 -1.0f, -1.0f, 1.0f,-1.0f}; //byte index 3 float textureCoord[] = { 0.0f,0.0f, 0.25f,0.0f, 0.0f,0.20f, 0.25f,0.20f }; byte indices[] = {0, 1, 2, 1, 2, 3 }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4*2 * 4); // 4 vertices, 2 co-ordinates(x,y) 4 for converting in float byteBuffer.order(ByteOrder.nativeOrder()); fVertexBuffer = byteBuffer.asFloatBuffer(); fVertexBuffer.put(vertices); fVertexBuffer.position(0); ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4); byteBuffer2.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuffer2.asFloatBuffer(); mTextureBuffer.put(textureCoord); mTextureBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL11.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(1,GL10.GL_FLOAT, 0, fVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); if(MyRender.flag2==1){ /** Collision has taken place*/ int idx = oldIdx==(numberSprites-1) ? (numberSprites-1) : (int)((System.currentTimeMillis()%(200*numberSprites))/200); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef((idx%columnInt)/columnFloat, (idx/columnInt)/rowFloat, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); oldIdx = idx; } gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4 gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7 gl.glFrontFace(GL11.GL_CCW); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); } public void loadFragileTexture(GL10 gl, Context context, int resource) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • Problems with texture orientation in space

    - by frankie
    I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like Note, that text size stay without changes when we rotating world and stay oriented with front face to user. Now I can draw text in 3D space, but it is not oriented with front but rotating with world. Such results I got with following shaders: Vertex Shader uniform vec3 Position; void main() { gl_Position = vec4(Position, 1.0); } Geometry Shader layout(points) in; layout(triangle_strip, max_vertices = 4) out; out vec2 fsTextureCoordinates; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; uniform sampler2D og_texture0; uniform float og_highResolutionSnapScale; uniform vec2 u_originScale; void main() { vec2 halfSize = vec2(textureSize(og_texture0, 0)) * 0.5 * og_highResolutionSnapScale; vec4 center = gl_in[0].gl_Position; center.xy += (u_originScale * halfSize); vec4 v0 = vec4(center.xy - halfSize, center.z, 1.0); vec4 v1 = vec4(center.xy + vec2(halfSize.x, -halfSize.y), center.z, 1.0); vec4 v2 = vec4(center.xy + vec2(-halfSize.x, halfSize.y), center.z, 1.0); vec4 v3 = vec4(center.xy + halfSize, center.z, 1.0); gl_Position = projectionMatrix * modelViewMatrix * v0; fsTextureCoordinates = vec2(0.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v1; fsTextureCoordinates = vec2(1.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v2; fsTextureCoordinates = vec2(0.0, 1.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v3; fsTextureCoordinates = vec2(1.0, 1.0); EmitVertex(); } Fragment Shader in vec2 fsTextureCoordinates; out vec4 fragmentColor; uniform sampler2D og_texture0; uniform vec3 u_color; void main() { vec4 color = texture(og_texture0, fsTextureCoordinates); if (color.a == 0.0) { discard; } fragmentColor = vec4(color.rgb * u_color.rgb, color.a); } Any ideas how to get my desirable result? EDIT 1: I make edit in my geometry shader and got part of lable drawn on screen at corner. But it is not rotating. .......... vec4 centerProjected = projectionMatrix * modelViewMatrix * center; centerProjected /= centerProjected.w; vec4 v0 = vec4(centerProjected.xy - halfSize, 0.0, 1.0); vec4 v1 = vec4(centerProjected.xy + vec2(halfSize.x, -halfSize.y), 0.0, 1.0); vec4 v2 = vec4(centerProjected.xy + vec2(-halfSize.x, halfSize.y), 0.0, 1.0); vec4 v3 = vec4(centerProjected.xy + halfSize, 0.0, 1.0); gl_Position = og_viewportOrthographicMatrix * v0; ..........

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  • Spotlight on an office - Denmark

    - by jessica.ebbelaar(at)oracle.com
    Hi, my name is Michael. I work as an Intern at the Danish office in Ballerup. My job is a part-time position beside my bachelor study in International Business at Copenhagen Business School. I joined Oracle end of February last year, and what a thrilling ride it has been! Last year, when I was offered the position, there was no doubt that I wanted to go for it. Back then, I only had little idea about Oracle as a company and what kind of exciting assignments lay ahead of me. My main role is internal communications, i.e. editor of a monthly employee’s news letter; Newszone. It is an interesting task, since it requires that I am updated on the different activities that take place within the Oracle Denmark office. I try to bring interesting articles, which are relevant and interesting news to my colleagues and it allows me to interact with many different persons at the office and to learn from their experience, which give me great inspiration and ideas for the magazine. Besides being the editor of Newszone, I also make sure that other communication flow freely at the Oracle Denmark office. I do this through our LCD screen channels. I update the internal channel with the latest information and important messages for employees, and on the external channel I circulate marketing videos featuring Oracle products and customer reference stories. In addition to this, I have the responsibility acting as a content manager of the Local Communication Denmark site on MyOracle (UCM). These are more or less my usual work assignments. On top of these I take care of various ad hoc assignments such as updating the GCM database, renew newspaper subscriptions etc. The Oracle Denmark office Being part of the local employees club I also assist with arranging social events outside working hours – e.g. evenings at the theater or cinema or by attending many of the sportsactivities;such as our running club, cycling club, food club and book club. These activities have indeed helped me grow my personal network within Oracle.  The office is packed with engaging, high-paced and motivated people who manage to take time off to spend a day attending Corporate Social Responsibility initiatives, one of them being GVD (Global Volunteer Day) with approximately 40 employees attending. This proofs some of the social responsible aspects of Oracle. I was positively surprised on how the office (named O-Zone) is designed. The office is designed into three distinct zones, namely Call zone, Project and Dialogue zone and Quiet zone, having different working environments for different job roles. The other thing which I like is that you do not have your own desk, which means you get to sit next to different people every day, getting new ideas and inspiration as well as getting to know more people in the organization you work in. To sum up: If you are considering pursuing an intern or a career after graduation in Oracle, do it! You will not regret it. It has given me many relevant practical experiences beside my study, and I am sure many great experiences will await you too.   Want to know more about the current vacancies in Denmark? Check http://campus.oracle.com for all of our vacancies.

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Do you want to be an ALM Consultant?

    - by Martin Hinshelwood
    Northwest Cadence is looking for our next great consultant! At Northwest Cadence, we have created a work environment that emphasizes excellence, integrity, and out-of-the-box thinking.  Our customers have high expectations (rightfully so) and we wouldn’t have it any other way!   Northwest Cadence has some of the most exciting customers I have ever worked with and even though I have only been here just over a month I have already: Provided training/consulting for 3 government departments Created and taught courseware for delivering Scrum to teams within a high profile multinational company Started presenting Microsoft's ALM Engagement Program  So if you are interested in helping companies build better software more efficiently, then.. Enquire at [email protected] Application Lifecycle Management (ALM) Consultant An ALM Consultant with a minimum of 8 years of relevant experience with Application Lifecycle Management, Visual Studio (including Visual Studio Team System) and software design is needed. Must provide thought leadership on best practices for enterprise architecture, understand the Microsoft technology solution stack, and have a thorough understanding of enterprise application integration. The ALM Practice Lead will play a central role in designing and implementing the overall ALM Practice strategy, including creating, updating, and delivering ALM courseware and consultancy engagements. This person will also provide project support, deliverables, and quality solutions on Visual Studio Team System that exceed client expectations. Engagements will vary and will involve providing expert training, consulting, mentoring, formulating technical strategies and policies and acting as a “trusted advisor” to customers and internal teams. Sound sense of business and technical strategy required. Strong interpersonal skills as well as solid strategic thinking are key. The ideal candidate will be capable of envisioning the solution based on the early client requirements, communicating the vision to both technical and business stakeholders, leading teams through implementation, as well as training, mentoring, and hands-on software development. The ideal candidate will demonstrate successful use of both agile and formal software development methods, enterprise application patterns, and effective leadership on prior projects. Job Requirements Minimum Education: Bachelor’s Degree (computer science, engineering, or math preferred). Locale / Travel: The Practice Lead position requires estimated 50% travel, most of which will be in the Continental US (a valid national Passport must be maintained).  This is a full time position and will be based in the Kirkland office. Preferred Education: Master’s Degree in Information Technology or Software Engineering; Premium Microsoft Certifications on .NET (MCSD) or MCPD or relevant experience; Microsoft Certified Trainer (MCT) or relevant experience. Minimum Experience and Skills: 7+ years experience with business information systems integration or custom business application design and development in a professional technology consulting, corporate MIS or software development environment. Essential Duties & Responsibilities: Provide training, consulting, and mentoring to organizations on topics that include Visual Studio Team System and ALM. Create content, including labs and demonstrations, to be delivered as training classes by Northwest Cadence employees. Lead development teams through the complete ALM and/or Visual Studio Team System solution. Be able to communicate in detail how a solution will integrate into the larger technical problem space for large, complex enterprises. Define technical solution requirements. Provide guidance to the customer and project team with respect to technical feasibility, complexity, and level of effort required to deliver a custom solution. Ensure that the solution is designed, developed and deployed in accordance with the agreed upon development work plan. Create and deliver weekly status reports of training and/or consulting progress. Engagement Responsibilities: · Provide a strong desire to provide thought leadership related to technology and to help grow the business. · Work effectively and professionally with employees at all levels of a customer’s organization. · Have strong verbal and written communication skills. · Have effective presentation, organizational and planning skills. · Have effective interpersonal skills and ability to work in a team environment. Enquire at [email protected]

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  • Problems implementing a screen space shadow ray tracing shader

    - by Grieverheart
    Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible objects can cast shadows and objects between the camera and the shadow caster can interfere. Still I thought it'd be a fun experiment. The idea is to calculate the view coordinates of pixels and cast a ray to the light. The ray is then traced pixel by pixel to the light and its depth is compared with the depth at the pixel. If a pixel is in front of the ray, a shadow is casted at the original pixel. At first I thought that I could use the DDA algorithm in 2D to calculate the distance 't' (in p = o + t d, where o origin, d direction) to the next pixel and use it in the 3D ray equation to find the ray's z coordinate at that pixel's position. For the 2D ray, I would use the projected and biased 3D ray direction and origin. The idea was that 't' would be the same in both 2D and 3D equations. Unfortunately, this is not the case since the projection matrix is 4D. Thus, some tweak needs to be done to make this work this way. I would like to ask if someone knows of a way to do what I described above, i.e. from a 2D ray in texture coordinate space to get the 3D ray in screen space. I did implement a simple version of the idea which you can see in the following video: video here Shadows may seem a bit pixelated, but that's mostly because of the size of the step in 't' I chose. And here is the shader: #version 330 core uniform sampler2D DepthMap; uniform vec2 projAB; uniform mat4 projectionMatrix; const vec3 light_p = vec3(-30.0, 30.0, -10.0); noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } void main(void){ vec3 origin = CalcPosition(); if(origin.z < -60) discard; vec2 pixOrigin = pass_TexCoord; //tex coords vec3 dir = normalize(light_p - origin); vec2 texel_size = vec2(1.0 / 600.0); float t = 0.1; ivec2 pixIndex = ivec2(pixOrigin / texel_size); out_AO = 1.0; while(true){ vec3 ray = origin + t * dir; vec4 temp = projectionMatrix * vec4(ray, 1.0); vec2 texCoord = (temp.xy / temp.w) * 0.5 + 0.5; ivec2 newIndex = ivec2(texCoord / texel_size); if(newIndex != pixIndex){ float depth = texture(DepthMap, texCoord).r; float linearDepth = projAB.y / (depth - projAB.x); if(linearDepth > ray.z + 0.1){ out_AO = 0.2; break; } pixIndex = newIndex; } t += 0.5; if(texCoord.x < 0 || texCoord.x > 1.0 || texCoord.y < 0 || texCoord.y > 1.0) break; } } As you can see, here I just increment 't' by some arbitrary factor, calculate the 3D ray and project it to get the pixel coordinates, which is not really optimal. Hopefully, I would like to optimize the code as much as possible and compare it with shadow mapping and how it scales with the number of lights. PS: Keep in mind that I reconstruct position from depth by interpolating rays through a full screen quad.

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  • Improving the running time of Breadth First Search and Adjacency List creation

    - by user45957
    We are given an array of integers where all elements are between 0-9. have to start from the 1st position and reach end in minimum no of moves such that we can from an index i move 1 position back and forward i.e i-1 and i+1 and jump to any index having the same value as index i. Time Limit : 1 second Max input size : 100000 I have tried to solve this problem use a single source shortest path approach using Breadth First Search and though BFS itself is O(V+E) and runs in time the adjacency list creation takes O(n2) time and therefore overall complexity becomes O(n2). is there any way i can decrease the time complexity of adjacency list creation? or is there a better and more efficient way of solving the problem? int main(){ vector<int> v; string str; vector<int> sets[10]; cin>>str; int in; for(int i=0;i<str.length();i++){ in=str[i]-'0'; v.push_back(in); sets[in].push_back(i); } int n=v.size(); if(n==1){ cout<<"0\n"; return 0; } if(v[0]==v[n-1]){ cout<<"1\n"; return 0; } vector<int> adj[100001]; for(int i=0;i<10;i++){ for(int j=0;j<sets[i].size();j++){ if(sets[i][j]>0) adj[sets[i][j]].push_back(sets[i][j]-1); if(sets[i][j]<n-1) adj[sets[i][j]].push_back(sets[i][j]+1); for(int k=j+1;k<sets[i].size();k++){ if(abs(sets[i][j]-sets[i][k])!=1){ adj[sets[i][j]].push_back(sets[i][k]); adj[sets[i][k]].push_back(sets[i][j]); } } } } queue<int> q; q.push(0); int dist[100001]; bool visited[100001]={false}; dist[0]=0; visited[0]=true; int c=0; while(!q.empty()){ int dq=q.front(); q.pop(); c++; for(int i=0;i<adj[dq].size();i++){ if(visited[adj[dq][i]]==false){ dist[adj[dq][i]]=dist[dq]+1; visited[adj[dq][i]]=true; q.push(adj[dq][i]); } } } cout<<dist[n-1]<<"\n"; return 0; }

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  • How to solve conflicts with another programmer..

    - by Tio
    Hi all.. I've read this question, but I think it doesn't really applies in my case.. I started to work at new company about 2 months ago with the position of senior web developer, there was already one programmer there, my position is above his, but I'm not his boss.. I don't tell him what to do.. Since the day I started to work at the company, I managed to implement a kind of a test server which he refuses to use, implemented a project management tool which he refuses to use also, and I'm in the process of implementing version control using mercurial ( damn Mercurial that's giving me so much headaches ), which he is going to use.. He is a nice guy, but just the other day we had a big discussion about "best practices", and "coding standards".. for me it's absolutely necessary to have this two things, at the place I'm currently working... otherwise it's not going to work.. This discussion, basically revolved about using short tags and the echo shortcut, and how we shouldn't use it anymore ( because I sometimes use short tags ).. this went for about 15 minutes, until I finally dropped the subject because I had work to do.. and of course he didn't budge even a millimeter, he's continuing to use short tags, and the echo shortcut and he not even cares about what I think.. When I mentioned that we are a team, he told me: "We are not a team, you work on your projects and I work on mine".. Let's just say, that the switch in my brain flipped, I raised my voice, and I told him that he was going nuts.. this was the most improper way to deal it with, I know, but there are certain things that can't be said to me.. The question here, is how do I deal with this? I want, to implement more changes on our work workflow, and I know that it's going to be a pain, with him always complaining and saying things like this.. Our boss is going to intervene in a few days, I talked to him today, the other programmer send him an email the day we had the discussion complaining.. Just to clarify, when I talk about implementing changes, I just don't appear at work, the next day with a sheet of paper, and say: "This is our we are doing things from now on! And there is no discussion.." For example, when I was trying to implement the project management tool, I took the time to talk to everybody that was going to be involved in it, to see what they think about it.. everyone was positive except him, he responded that it was just a mean to control us even more.. Does anyone has any idea on how to deal with this? PS: Truth to be told, I didn't start the best way with him, in the 4º day of work at the company, I found a really bad piece of code on our custom CMS, one of those things that I only expect to find in code produced by a programmer that has only 1 month of training in programming, and I talked to my boss about it... he showed up at the time I saw that piece of code, he saw my face and asked about it, so I told him.. I know the worst thing that can be said to a programmer is saying that their code is awful, but I've already learned that my code isn't the best of the world, so I take criticism in a completely different way now.. maybe he doesn't..

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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