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  • Serializing ActiveRecord objects without storing their attributes?

    - by Allan Grant
    I'm working on a problem where I need to store serialized hierarchies of Ruby objects in the database. Many of the objects that will need to be saved are ActiveRecord objects with a lot of attributes. Instead of saving the entire objects and then refreshing their attributes from the DB when I load them (in case they changed, which is likely), it would be easier to just store the references (class and database id) for these objects. Does anyone know if there's already a way to do this in Rails, or if there's an existing gem for it? Wanted to check if something existed before spending a ton of time hacking on it.

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  • Get a queryset of objects through an intermediary model

    - by skyl
    I want get all of the Geom objects that are related to a certain content_object (see the function I'm trying to build at the bottom, get_geoms_for_obj() class Geom(models.Model): ... class GeomRelation(models.Model): ''' For tagging many objects to a Geom object and vice-versa''' geom = models.ForeignKey(Geom) content_type = models.ForeignKey(ContentType) object_id = models.PositiveIntegerField() content_object = generic.GenericForeignKey() def get_geoms_for_object(obj): ''' takes an object and gets the geoms that are related ''' ct = ContentType.objects.get_for_model(obj) id = obj.id grs = GeomRelation.objects.filter( content_type=ct, object_id=id ) # how with django orm magic can I build the queryset instead of list # like below to get all of the Geom objects for a given content_object geoms = [] for gr in grs: geoms.append(gr.geom) return set(geoms) # A set makes it so that I have no redundant entries but I want the # queryset ordering too .. need to make it a queryset for so many reasons...

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  • grouping objects to achieve a similar mean property for all groups

    - by cytochrome
    I have a collection of objects, each of which has a numerical 'weight'. I would like to create groups of these objects such that each group has approximately the same arithmetic mean of object weights. The groups won't necessarily have the same number of members, but the size of groups will be within one of each other. In terms of numbers, there will be between 50 and 100 objects and the maximum group size will be about 5. Is this a well-known type of problem? It seems a bit like a knapsack or partition problem. Are efficient algorithms known to solve it? As a first step, I created a python script that achieves very crude equivalence of mean weights by sorting the objects by weight, subgrouping these objects, and then distributing a member of each subgroup to one of the final groups. I am comfortable programming in python, so if existing packages or modules exist to achieve part of this functionality, I'd appreciate hearing about them. Thank you for your help and suggestions.

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  • Generically creating objects in C#

    - by DrLazer
    What I am trying to do is load in objects from an XML save file. The problem is those objects are configurable by the user at runtime, meaning i had to use reflection to get the names and attributes of those objects stored in an XML file. I am in the middle of a recursive loop through the XML and up to the part where I need to create an object then thought ..... ah - no idea how to do that :( I have an array stuffed with empty objects (m_MenuDataTypes), one of each possible type. My recursive loading function looks like this private void LoadMenuData(XmlNode menuDataNode) { foreach (object menuDataObject in m_MenuDataTypes) { Type menuDataObjectType = menuDataObject.GetType(); if (menuDataObjectType.Name == menuDataNode.Name) { //create object } } } I need to put some code where my comment is but I can't have a big switch statement or anything. The objects in my array can change depending on how the user has configured the app.

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  • Find number of serialized objects

    - by tmosier
    Hello all. My issue is trying to determine a number of objects created, the objects being serialized from an XML document. The XML document should be set up for simplicity, so any developer can add an additional object and need no further modification to the code. However each of these objects need to be handled/updated seperately, and specifically, some of the objects are of different sub-classes, which need to be handled differently. Here is some pseudocode for what I am going for class A { public B myClassB; public void Update() { // for every object of whatever type in myClassB // update logic } } XML: <\data <\object1 etc... So what would be my simplest course of action, allowing other to add objects via the XML, but still ensuring the proper logic happenes for each?

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  • Setting objects (not users) inactive after period of time in asp.net mvc

    - by bastijn
    This question is mainly to verify my current idea. I have a series of objects which I want to be active for a specified amount of time. For instance objects like ads which are shown in the ad space only for the amount of time bought, objects in search results which should only pop up when active, and frontpage posts which should be set to inactive after a prespecified time. My current idea is to just give those type of objects a StartDate and EndDate and filter the search routines to only show results which fall in the range StartDate < currentDate < EndDate. Is this the normal structure or should there be some sort of auto-routine which routinely checks for objects which are "over-time" and set a property "inactive" to true or something. Seems like this approach is such a hassle since I need a checker which runs say, every 5 minutes, to scan all DB objects. Seems like a bad idea to me. So is the first structure the most commonly used or are there any other options? When searching on google or SO the search queries only return results setting users inactive.

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  • Splitting a set of object into several subsets of 'similar' objects

    - by doublep
    Suppose I have a set of objects, S. There is an algorithm f that, given a set S builds certain data structure D on it: f(S) = D. If S is large and/or contains vastly different objects, D becomes large, to the point of being unusable (i.e. not fitting in allotted memory). To overcome this, I split S into several non-intersecting subsets: S = S1 + S2 + ... + Sn and build Di for each subset. Using n structures is less efficient than using one, but at least this way I can fit into memory constraints. Since size of f(S) grows faster than S itself, combined size of Di is much less than size of D. However, it is still desirable to reduce n, i.e. the number of subsets; or reduce the combined size of Di. For this, I need to split S in such a way that each Si contains "similar" objects, because then f will produce a smaller output structure if input objects are "similar enough" to each other. The problems is that while "similarity" of objects in S and size of f(S) do correlate, there is no way to compute the latter other than just evaluating f(S), and f is not quite fast. Algorithm I have currently is to iteratively add each next object from S into one of Si, so that this results in the least possible (at this stage) increase in combined Di size: for x in S: i = such i that size(f(Si + {x})) - size(f(Si)) is min Si = Si + {x} This gives practically useful results, but certainly pretty far from optimum (i.e. the minimal possible combined size). Also, this is slow. To speed up somewhat, I compute size(f(Si + {x})) - size(f(Si)) only for those i where x is "similar enough" to objects already in Si. Is there any standard approach to such kinds of problems? I know of branch and bounds algorithm family, but it cannot be applied here because it would be prohibitively slow. My guess is that it is simply not possible to compute optimal distribution of S into Si in reasonable time. But is there some common iteratively improving algorithm?

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  • Problem in homemade function to merge objects

    - by Eric
    I'm trying to make a function that merges arrays. The reason is, I have a function that supposed to get the settings of an entity, and merge them with the global defaults. //So for example, let's say globalOptions is something like this var globalOptions={opt1:'foo',opt2:'something'}; //and this is entityOptions var entityOptions={opt1:'foofoo',opt2:null}; The only difference is it has objects in objects and objects in objects in objects, so what I made was a function that loops through all objects, thinking I would later, easily be able to loop through it all. Please ignore the array thing. That is defected, but unneeded. function loopObj(obj, call, where, objcall, array) { if ($.isArray(obj) || $.isPlainObject(obj)) { for (i in obj) { if ($.isArray(obj)) { if (array) { loopObj(obj[i], call, where[where.length] = i, true); if (objcall) { call(obj[i],where,true); } } else { loopObj(obj[i], call, where+'['+i+']', false); if (objcall) { call(obj[i],where,true); } } } else { if (array) { loopObj(obj[i], call, where[where.length] = parseInt(i), true); if (objcall) { call(obj[i],where,true); } } else { loopObj(obj[i], call, where+'[\''+i+'\']', false); if (objcall) { call(obj[i],where,true); } } } } } else { return call(obj,where); } } Then I made this program to convert it: function mergeObj(a,b) { temp.retd = new Object(); loopObj(a,function (c,d) { if (c) { eval(d.replace('%par%','temp.retd'))=c; } else { eval(d.replace('%par%','temp.retd'))=eval(d.replace('%par%','b')); } },'%par%', true); return temp.retd(); } I get the error: Uncaught ReferenceError: Invalid left-hand side in assignment (anonymous function)base.js:51 loopObjbase.js:40 loopObjbase.js:31 mergeObjbase.js:46 (anonymous function)base.js:72 I know what it means, the eval returns an anonomys variable (copy of the variable), so I can't set it, only get it.

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  • Syncing objects between two devices with different system times

    - by Mike Weller
    Hi there. I'm syncing objects between two devices. Objects have a lastModified property. If both devices have modified an object, then during the next sync the version of the object with the most recent lastModified is chosen on both devices. So we don't do fine-grained merging, only 'most recent version' merging. The problem is this. When one device receives a list of changed objects it can't reliably compare the lastModified of received objects to its own because the system times on the two devices may be different. I considered having each device send its current date/time during the sync. Then each calculates the difference between the remote time and the local time to compare the dates properly. But if there is lag between sending a date and the remote device receiving it, this causes incorrect comparisons with objects that were modified at the same time (or very close together in time). i.e. both devices think the remote object is newer and they end up with different objects. I hope I have explained this clearly enough. There must be a common solution to this kind of problem but my brain isn't coming up with anything. Any suggestions? Thanks in advance...

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  • Static objects and concurrency in a web application

    - by Ionut
    I'm developing small Java Web Applications on Tomcat server and I'm using MySQL as my database. Up until now I was using a connection singleton for accessing the database but I found out that this will ensure just on connection per Application and there will be problems if multiple users want to access the database in the same time. (They all have to make us of that single Connection object). I created a Connection Pool and I hope that this is the correct way of doing things. Furthermore it seems that I developed the bad habit of creating a lot of static object and static methods (mainly because I was under the wrong impression that every static object will be duplicated for every client which accesses my application). Because of this all the Service Classes ( classes used to handle database data) are static and distributed through a ServiceFactory: public class ServiceFactory { private static final String JDBC = "JDBC"; private static String impl; private static AccountService accountService; private static BoardService boardService; public static AccountService getAccountService(){ initConfig(); if (accountService == null){ if (impl.equalsIgnoreCase(JDBC)){ accountService = new JDBCAccountService(); } } return accountService; } public static BoardService getBoardService(){ initConfig(); if (boardService == null){ if (impl.equalsIgnoreCase(JDBC)){ boardService = new JDBCBoardService(); } } return boardService; } private static void initConfig(){ if (StringUtil.isEmpty(impl)){ impl = ConfigUtil.getProperty("service.implementation"); // If the config failed initialize with standard if (StringUtil.isEmpty(impl)){ impl = JDBC; } } } This was the factory class which, as you can see, allows just one Service to exist at any time. Now, is this a bad practice? What happens if let's say 1k users access AccountService simultaneously? I know that all this questions and bad practices come from a bad understanding of the static attribute in a web application and the way the server handles this attributes. Any help on this topic would be more than welcomed. Thank you for your time!

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  • Entity Framework and Plain Old CLR Objects in an ASP.Net application

    - by nikolaosk
    This is going to be the sixth post of a series of posts regarding ASP.Net and the Entity Framework and how we can use Entity Framework to access our datastore. You can find the first one here , the second one here and the third one here , the fourth one here and the fifth one here . I have a post regarding ASP.Net and EntityDataSource. You can read it here .I have 3 more posts on Profiling Entity Framework applications. You can have a look at them here , here and here . In this post I will be looking...(read more)

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  • SQL Developer: Describe versus Ctrl+Click to Open Database Objects

    - by thatjeffsmith
    In yesterday’s post I talked about you could use SQL Developer’s Describe (SHIFT+F4) to open a PL/SQL Package at your cursor. You might get an error if you try to describe this… If you actually try to describe the package as you see it in the above screenshot, you’ll get an error: Doh! I neglected to say in yesterday’s post that I was highlighting the package name before I hit SHIFT+F4. This works just fine, but it will work even better in our next release as we’ve fixed this issue. Until then, you can also try the Ctrl+Hover with your mouse. For PL/SQL calls you can open the source immediately based on what you’re hovering over with your mouse cursor. You could try this with “dbms_output.put_line(” too Ctrl+Click, It’s not just for PL/SQL If you don’t like the floating describe windows you get when you do a SHIFT+F4 on a database object, the ctrl+click will work too. Instead of opening a normal ‘hover’ panel, you’ll be taken directly to the object editor for that table, view, etc. Go ahead and try it right now. Paste this into your worksheet, then ctrl+click with your mouse over the table name: select * from scott.emp And now you know, the rest of the story.

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  • JavaScript objects and Crockford's The Good Parts

    - by Jonathan
    I've been thinking quite a bit about how to do OOP in JS, especially when it comes to encapsulation and inheritance, recently. According to Crockford, classical is harmful because of new(), and both prototypal and classical are limited because their use of constructor.prototype means you can't use closures for encapsulation. Recently, I've considered the following couple of points about encapsulation: Encapsulation kills performance. It makes you add functions to EACH member object rather than to the prototype, because each object's methods have different closures (each object has different private members). Encapsulation forces the ugly "var that = this" workaround, to get private helper functions to have access to the instance they're attached to. Either that or make sure you call them with privateFunction.apply(this) everytime. Are there workarounds for either of two issues I mentioned? if not, do you still consider encapsulation to be worth it? Sidenote: The functional pattern Crockford describes doesn't even let you add public methods that only touch public members, since it completely forgoes the use of new() and constructor.prototype. Wouldn't a hybrid approach where you use classical inheritance and new(), but also call Super.apply(this, arguments) to initialize private members and privileged methods, be superior?

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  • How can we view 3d objects from top down view in TD game

    - by Syed
    I am making a tower defense game. I am working in x and y axis only. I have made a grid, snapped towers and made a pathfinding algo to run enemy. Initially I have worked with cubes and spheres in place of towers and enemies. Now I am going to place real towers (3D). Note that I haven't used z axis up till now. The user will analyze the game from top down view. I want the user to see towers placement with a little bit of 3d view but I have made my all code in 2d thing. Is there any solution to my problem that somewhat tower placement would view a 3D touch or you can say 2.5D ?? (like fieldrunners) or should I have to involve z axis and ignoring y axis ?

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  • How In-Memory Database Objects Affect Database Design: The Conceptual Model

    - by drsql
    After a rather long break in the action to get through some heavy tech editing work (paid work before blogging, I always say!) it is time to start working on this presentation about In-Memory Databases. I have been trying to decide on the scope of the demo code in the back of my head, and I have added more and taken away bits and pieces over time trying to find the balance of "enough" complexity to show data integrity issues and joins, but not so much that we get lost in the process of trying to...(read more)

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  • Calling methods on Objects

    - by Mashael
    Let's say we have a class called 'Automobile' and we have an instance of that class called 'myCar'. I would like to ask why do we need to put the values that our methods return in a variable for the object? Why just don't we call the method? For example: Why should we write: string message = myCar.SpeedMessage(); Console.WriteLine(message); instead of: Console.WriteLine(myCar.SpeedMessage());

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  • Handling Indirection and keeping layers of method calls, objects, and even xml files straight

    - by Cervo
    How do you keep everything straight as you trace deeply into a piece of software through multiple method calls, object constructors, object factories, and even spring wiring. I find that 4 or 5 method calls are easy to keep in my head, but once you are going to 8 or 9 calls deep it gets hard to keep track of everything. Are there strategies for keeping everything straight? In particular, I might be looking for how to do task x, but then as I trace down (or up) I lose track of that goal, or I find multiple layers need changes, but then I lose track of which changes as I trace all the way down. Or I have tentative plans that I find out are not valid but then during the tracing I forget that the plan is invalid and try to consider the same plan all over again killing time.... Is there software that might be able to help out? grep and even eclipse can help me to do the actual tracing from a call to the definition but I'm more worried about keeping track of everything including the de-facto plan for what has to change (which might vary as you go down/up and realize the prior plan was poor). In the past I have dealt with a few big methods that you trace and pretty much can figure out what is going on within a few calls. But now there are dozens of really tiny methods, many just a single call to another method/constructor and it is hard to keep track of them all.

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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • Utility Objects Series Introduction (but mostly a bit of an update)

    - by drsql
    So, I have been away from blogging about technical stuff for a  long time,  (I haven’t blogged at all since my resolutions blog , and even my Simple Talk “commentary” blog hasn’t had an entry since December!)  Most of this has been due to finishing up my database design book , which I will blog about at least one more time after it ships next month, but now it is time to get back to it certainly in a bit more regularly. For SQL Rally, I have two sessions, a precon on Database Design,...(read more)

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  • How to move Objects smoothly like swimming arround

    - by philipp
    I have a Box2D project that is about to create a view where the user looks from the Sky onto Water. Or perhaps on a bathtub filled with water or something like this. The Object which holds the fluid actually does not matter, what matters is the movement of the bodies, because they should move like drops of grease on a soup, or wood on water, I can even imagine the the fluid is mercurial, extreme heavy and "lazy". How can I manipulate the bodies (every frame or time by time) to make them move like this? I started with randomly manipulation their linear velocity, but I turned out that this not very smooth and looks quite hard. Is it a better idea to check their velocity and apply impulses? Is there any example? Greetings philipp

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  • Design pattern for logging changes in parent/child objects saved to database

    - by andrew
    I’ve got a 2 database tables in parent/child relationship as one-many. I’ve got three classes representing the data in these two tables: Parent Class { Public int ID {get; set;} .. other properties } Child Class { Public int ID {get;set;} Public int ParentID {get; set;} .. other properties } TogetherClass { Public Parent Parent; Public List<Child> ChildList; } Lastly I’ve got a client and server application – I’m in control of both ends so can make changes to both programs as I need to. Client makes a request for ParentID and receives a Together Class for the matching parent, and all of the child records. The client app may make changes to the children – add new children, remove or modify existing ones. Client app then sends the Together Class back to the server app. Server app needs to update the parent and child records in the database. In addition I would like to be able to log the changes – I’m doing this by having 2 separate tables one for Parent, one for child; each containing the same columns as the original plus date time modified, by whom and a list of the changes. I’m unsure as to the best approach to detect the changes in records – new records, records to be deleted, records with no fields changed, records with some fields changed. I figure I need to read the parent & children records and compare those to the ones in the Together Class. Strategy A: If Together class’s child record has an ID of say 0, that indicates a new record; insert. Any deleted child records are no longer in the Together Class; see if any of the comparison child records are not found in the Together class and delete if not found (Compare using ID). Check each child record for changes and if changed log. Strategy B: Make a new Updated TogetherClass UpdatedClass { Public Parent Parent {get; set} Public List<Child> ListNewChild {get;set;} Public List<Child> DeletedChild {get;set;} Public List<Child> ExistingChild {get;set;} // used for no changes and modified rows } And then process as per the list. The reason why I’m asking for ideas is that both of these solutions don’t seem optimal to me and I suspect this problem has been solved already – some kind of design pattern ? I am aware of one potential problem in this general approach – that where Client App A requests a record; App B requests same record; A then saves changes; B then saves changes which may overwrite changes A made. This is a separate locking issue which I’ll raise a separate question for if I’ve got trouble implementing. The actual implementation is c#, SQL Server and WCF between client and server - sharing a library containing the class implementations. Apologies if this is a duplicate post – I tried searching various terms without finding a match though.

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  • Convex Hull for Concave Objects

    - by Lighthink
    I want to implement GJK and I want it to handle concave shapes too (almost all my shapes are concave). I've thought of decomposing the concave shape into convex shapes and then building a hierarchical tree out of convex shapes, but I do not know how to do it. Nothing I could find on the Internet about it wasn't satisfying my needs, so maybe someone can point me in the right direction or give a full explanation.

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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