Search Results

Search found 74706 results on 2989 pages for 'did you know'.

Page 158/2989 | < Previous Page | 154 155 156 157 158 159 160 161 162 163 164 165  | Next Page >

  • Would learning any (linguistic) language in particular further your programming career?

    - by Anonymous
    It seems apparent that English is the dominant international language for programming based on previous P.SE questions (though a highly upvoted comment correctly points out that asking a question like that on a predominantly English site will skew the results). However, is there benefit in learning a foreign language for software development? For example, do the Chinese have completely different software tools, languages, technologies, etc? How about Japanese, Russian, and other non-latin based languages? Is there an entire world of software development languages, tools and so on that only exist in these other languages? Or do people that know these languages use the tools and languages we know and love?

    Read the article

  • Impulsioned jumping

    - by Mutoh
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by how long you keep the jump button pressed. Knowing that these character's 'impulses' are built not before their jump, as in actual physics, but rather while in mid-air - that is, you can very well lift your finger midway of the max height and it will stop, even if with desacceleration between it and the full stop; which is why you can simply tap for a hop and hold it for a long jump -, I am mesmerized by how they keep their trajetories as arcs. My current implementation works as following: While the jump button is pressed, gravity is turned off and the avatar's Y coordenate is decremented by the constant value of the gravity. For example, if things fall at Z units per tick, it will rise Z units per tick. Once the button is released or the limit is reached, the avatar desaccelerates in an amount that would make it cover X units until its speed reaches 0; once it does, it accelerates up until its speed matches gravity - sticking to the example, I could say it accelerates from 0 to Z units/tick while still covering X units. This implementation, however, makes jumps too diagonal, and unless the avatar's speed is faster than the gravity, which would make it way too fast in my current project (it moves at about 4 pixels per tick and gravity is 10 pixels per tick, at a framerate of 40FPS), it also makes it more vertical than horizontal. Those familiar with platformers would notice that the character's arc'd jump almost always allows them to jump further even if they aren't as fast as the game's gravity, and when it doesn't, if not played right, would prove itself to be very counter-intuitive. I know this because I could attest that my implementation is very annoying. Has anyone ever attempted at similar mechanics, and maybe even succeeded? I'd like to know what's behind this kind of platformer jumping. If you haven't ever had any experience with this beforehand and want to give it a go, then please, don't try to correct or enhance my explained implementation, unless I was on the right way - try to make up your solution from scratch. I don't care if you use gravity, physics or whatnot, as long as it shows how these pseudo-impulses work, it does the job. Also, I'd like its presentation to avoid a language-specific coding; like, sharing us a C++ example, or Delphi... As much as I'm using the XNA framework for my project and wouldn't mind C# stuff, I don't have much patience to read other's code, and I'm certain game developers of other languages would be interested in what we achieve here, so don't mind sticking to pseudo-code. Thank you beforehand.

    Read the article

  • Performance cost of running Ubuntu from external hard drive

    - by dandan78
    A friend just complained to me about Ubuntu being slow. Although I've noticed a certain lack of snappiness with Linux vs Windows in the past, I really can't say I've had much to grumble about with the recent distributions of Ubuntu. That said, his objections seem much worse than the ones I used to have and I know that his current setup is significantly more powerful than my laptop. And then it turned out he is running Ubuntu off an external HDD hooked up via USB2.0. The HD enclosure is USB3.0 but apparently he can't manage to get it to boot on USB3.0 so he switched to one of the USB2.0 ports or whatever and that works, albeit not very well. Now I would expect USB to add some overhead to communication between the computer and the HDD; SATA is after all designed to get the maximum out of a hard drive, whereas USB is, well, universal. What are your expreriences with booting off external HDDs? Edit: Does anybody know just how much of a slowdown can be expected?

    Read the article

  • What do you do when you realize your job requires you to do something out of your depth?

    - by Billy ONeal
    For a large software project recently, I was really out of my depth. And I did actually know this; and that the only reason I was employed was mostly a lack of other qualified candidates. The job was to build a large application on top of PHP/MySQL, a system I had little experience with. (I did advise the employer of this beforehand -- I've been spoiled by C# ASP.NET/MVC and MSSQL Server) The main reason I applied was location, location, location -- on campus jobs which actually have any programming component are relatively rare. For almost a year and a half I've slogged through this, and I think I can say I know (at least somewhat) what I'm doing now. I've made some mistakes, torn out some hair, and moved on. (I'm still working on this system nowadays, but I no longer feel completely lost) In the future though, I'd like to keep my personal and professional self a little healthier than what occurred in this case. So I'm curious -- what's the best way to handle a situation like this?

    Read the article

  • How I might think like a hacker so that I can anticipate security vulnerabilities in .NET or Java before a hacker hands me my hat [closed]

    - by Matthew Patrick Cashatt
    Premise I make a living developing web-based applications for all form-factors (mobile, tablet, laptop, etc). I make heavy use of SOA, and send and receive most data as JSON objects. Although most of my work is completed on the .NET or Java stacks, I am also recently delving into Node.js. This new stack has got me thinking that I know reasonably well how to secure applications using known facilities of .NET and Java, but I am woefully ignorant when it comes to best practices or, more importantly, the driving motivation behind the best practices. You see, as I gain more prominent clientele, I need to be able to assure them that their applications are secure and, in order to do that, I feel that I should learn to think like a malevolent hacker. What motivates a malevolent hacker: What is their prime mover? What is it that they are most after? Ultimately, the answer is money or notoriety I am sure, but I think it would be good to understand the nuanced motivators that lead to those ends: credit card numbers, damning information, corporate espionage, shutting down a highly visible site, etc. As an extension of question #1--but more specific--what are the things most likely to be seeked out by a hacker in almost any application? Passwords? Financial info? Profile data that will gain them access to other applications a user has joined? Let me be clear here. This is not judgement for or against the aforementioned motivations because that is not the goal of this post. I simply want to know what motivates a hacker regardless of our individual judgement. What are some heuristics followed to accomplish hacker goals? Ultimately specific processes would be great to know; however, in order to think like a hacker, I would really value your comments on the broader heuristics followed. For example: "A hacker always looks first for the low-hanging fruit such as http spoofing" or "In the absence of a CAPTCHA or other deterrent, a hacker will likely run a cracking script against a login prompt and then go from there." Possibly, "A hacker will try and attack a site via Foo (browser) first as it is known for Bar vulnerability. What are the most common hacks employed when following the common heuristics? Specifics here. Http spoofing, password cracking, SQL injection, etc. Disclaimer I am not a hacker, nor am I judging hackers (Heck--I even respect their ingenuity). I simply want to learn how I might think like a hacker so that I may begin to anticipate vulnerabilities before .NET or Java hands me a way to defend against them after the fact.

    Read the article

  • Migrating from a wordpress.com to wordpress.org blog without harming SEO

    - by kikio
    I've had a Wordpress.com weblog for 3 years. And its pages have a good pagerank and are shown in first search results pages. Because of the limitations, I should migrate to my own WordPress. How to migrate safely with the minimum SEO problems? (I know how to export content in wordpress.com and import it to a new wordpress.org blog.) Note 1: links structure and site design are different on the new wordpress blog. (I don't like wordpress.com links structure :| ) Note 2: as you know, it's not possible to edit .htaccess file on wordpress.com. so I can't use 301 redirects.

    Read the article

  • I feel stuck in the center of Python, How to get past beginner

    - by Isov5
    I really apologize if this doesn't follow the S.O rules but I need a little help, I personally still classify myself as a beginner in python, Yet I've wrote a very small and VERY SURE impractical program for my boss to use. I know I'm still a beginner because simple things still perplex me but every book I read for beginners honestly just rehashes what I do already know but every 'more advanced' book doesn't really allow me to learn, they depend on example files and I never really understand why they built 'said' function or 'said' class. So onto my question... Is there any recommendations on a book or ANYTHING that pushes me out of this stage, I've used head first and normally they are really good but my issue there is they have me back tracking just to move forward again, It worked in HTML but its confusing in Python, basically I think I need to build a program while following along, Again I like HeadFirst's style but I need something that isn't going to make me have to remember one thing just to forget it... for record, I've checked into some O'Reilly books

    Read the article

  • How do i make/setup a mailing list?

    - by acidzombie24
    I know i could program it myself but maybe there is a simple (thats the keyword) package. I like to add a box, snippet, form or page to my site for users to input their email address. Then i'd like it to automatically send email saying you have successfully subscribe. I'd want an unsubscribe link and i would be using smtp on google apps. I would like to send email with html so i can have a simple sentence with a complex link such as this I dont know if i'll get marked as spam if i try to send everyone an email at once? so i'd like the software to manage it. Also i'd like to get the emails in a simple format like csv. Is there a simple app that does this? if not i can write a simple form which does a simple insert (or delete when unsubscribing) and write a 200-300line app to send my emails out for me.

    Read the article

  • Use virtual pageviews for all goal tracking

    - by Jeff Wu
    Hi Pro Webmasters, I'm new to Google Analytics and I'm wondering if it would be cleaner to user virtual pageviews for all the goal tracking on my website instead of using a mix of regular page views and virtual pageviews. I know in most cases this is just semantics but there are multiple pages where the same goal can be achieved and I think it would be cleaner just to fire the same virtual pageview instead of having two different goal pages. Will this model also give developers more flexibility when they do development? I know we are moving to a CMS and urls can get hairy, so I think this might be a good way to make analytics portion of the site "future proof". Any thoughts are appreciated! Thanks.

    Read the article

  • Is Google showing ads from other companies or WordPress plugin is injecting ads which are not mine?

    - by Hafiz
    I am using WordPress for managing my blog sort of website, and I am using an Ad Injection plugin to place my ads where I want in a post. Plugin seems very good but I saw some ads which were not from ads networks which I was using. Now I have injected Google ads leaderboard at some place but I saw advertisement from this advertiser: http://www.adroll.com/about/privacy?utm_source=evidon&utm_medium=AdChoices&utm_campaign=privacy%2Bpolicy So I want to know whether ad injecting plugin is doing some trick or Google use ads from other networks too? Let me know so I can act accordingly and all good responses will be appreciated.

    Read the article

  • Ios Game with many animated Nodes,performance issues

    - by user31929
    I'm working in a large map upside-down game(not tiled map),the map i use is a city. I have to insert many node to create the "life of the city",something like people that cross the streets,cars,etc... Some of this characters are involved in physics and game logic but others are only graphic characters. For what i know the only way i can achive this result is to create each character node with or without physic body and animate each character with a texture atlas. In this way i think that i'll have many performance problems, (the characters will be something like 100/150) even if i'll apply all the performance tips that i know... My question is: with large numbers of characters there another programming pattern that i must follow ? What is the approch of game like simcity,simpsons tapped out for ios,etc... that have so many animation at the same time?

    Read the article

  • What are some good Photo and Artwork APIs?

    - by Ryan T
    We had an idea for starting a ecards service and were looking into the possibility of populating our site using photo/artwork APIs. Due to legal reasons, Flikr probably won't work, although I've started to scour the web for other options. Basically we just need two functions the user should be able to browse the site's collection and choose a picture we should be able to recall and render a specific picture on our site. From there we should have no problem building our application. The main obstacle is that we're lacking content at the moment. I haven't been able to find too many examples of this being done, so I was wondering if anyone here might know people who have done something similar to what we're trying to do, or know of any leads that might be able to help us out. Suggestions for other APIs that are out there, or forums/communities that might be able to point us in the right direction are also welcome.

    Read the article

  • Resolution independent physics

    - by user46877
    I'm making a game like Doodlejump but don't know how to make the physics scale on multiple resolutions. I also can't find anything related to this on Google. Right now I'm scaling the game using letterboxing and tested scaling the jump height with this code: gravity = graphics.getHeight() * 0.001f; jumpVel = graphics.getHeight() * -0.04f; ... velY += gravity; y += velY; But if I test this on my smartphone or emulator with different resolutions, I always get a slightly different jump height. I know that Farseer is resolution independent. How can I replicate this in my game? Thanks in advance.

    Read the article

  • Detect frameworks and/or CMS utilized on websites in Firefox

    - by jkneip
    I'm redesigning the website for my academic library and am examining other sites to determine to identify the technologies used. Things like: Web frameworks Javascript frameworks Server-side technology Content management system Now I've had some real success in Firefox using plugins like Wappalyzer, Firebug, and the DOM Inspector. But some sites just don't display any of the info. I'm looking for using these tools, especially it seems it an enterprise-level CMS is being used. Does anyone know of any other tools to detect this kind of data? Also with Firebug & the DOM Inspector, there is a lot of info. displayed and I wondered if there was a way to derive the presence of server-side technologies, CMS's, etc. within certain elements of a web page? Also, if this question is more relevant to another Stack Exchange site, please let me know and I'll post it there instead. Much thanks, Jason

    Read the article

  • Getting developers and support to work together

    - by Matt Watson
    Agile development has ushered in the norm of rapid iterations and change within products. One of the biggest challenges for agile development is educating the rest of the company. At my last company our biggest challenge was trying to continually train 100 employees in our customer support and training departments. It's easy to write release notes and email them to everyone. But for complex software products, release notes are not usually enough detail. You really have to educate your employees on the WHO, WHAT, WHERE, WHY, WHEN of every item. If you don't do this, you end up with customer service people who know less about your product than your users do. Ever call a company and feel like you know more about their product than their customer service people do? Yeah. I'm talking about that problem.WHO does the change effect?WHAT was the actual change?WHERE do I find the change in the product?WHY was the change made? (It's hard to support something if you don't know why it was done.)WHEN will the change be released?One thing I want to stress is the importance of the WHY something was done. For customer support people to be really good at their job, they need to understand the product and how people use it. Knowing how to enable a feature is one thing. Knowing why someone would want to enable it, is a whole different thing and the difference in good customer service. Another challenge is getting support people to better test and document potential bugs before escalating them to development. Trying to fix bugs without examples is always fun... NOT. They might as well say "The sky is falling, please fix it!"We need to over train the support staff about product changes and continually stress how they document and test potential product bugs. You also have to train the sales staff and the marketing team. Then there is updating sales materials, your website, product documentation and other items there are always out of date. Every product release causes this vicious circle of trying to educate the rest of the company about the changes.Do we need to record a simple video explaining the changes and email it to everyone? Maybe we should  use a simple online training type app to help with this problem. Ultimately the struggle is taking the time to do the training, but it is time well spent. It may save you a lot of time answering questions and fixing bugs later. How do we efficiently transfer key product knowledge from developers and product owners to the rest of the company? How have you solved these issues at your company?

    Read the article

  • Code Review process

    - by Rubio
    I'm looking for a light-weight code review process. A couple of requirements, the reviewer must be able to do the review alone at the time of his/her choosing (not tied to check-ins), the reviewer must be able to easily find the target code, the review has to leave some document showing what was reviewed. I know there are tools available for code review but I work in a very ridig environment and introducing new tools is not an option. One idea I've been thinking about is to create a new Visual Studio Task List token called REVIEW, and use it to mark the code that needs reviewing. Something like, // REVIEW doe_john: New method, not sure about the exception. Then we would add a Review workitem in TFS (we're using the CMM template). Another possibility, which I would actually prefer, would be to have developers create a TFS Review workitem and add links to code to it, but I don't know if this is possible. Obviously you can add a link to a file, but I'd like to have a link to a particular method.

    Read the article

  • Rotate view matrix based on touch coordinates

    - by user1055947
    I'm working on an Android game where I need to rotate the camera around the origin based on the user dragging their finger. My view matrix has initial position of sitting on the negative z and facing origin. I have succeeded in moving the camera through rotation left or right, up or down based on the user dragging the finger, but my problem is obviously that after I drag my finger up/down and rotate say 90 degrees so my intial position of -z is now +y and still facing origin, if I drag my finger left/right I want to rotate from +y to +x, but what happens is it rotates around the pole +y. This is to be expected as I am mapping 2D touch drag coords to 3D space, but I dont know where to start trying to do what I want. Perhaps someone can point me in the right direction, I've been googling for a while now but I don't know what I want to do is called! Edit __ What I was looking for is called an ArcBall, google it for lots of info on it.

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

    Read the article

  • How can I find a position between 4 vertices in a fragment shader?

    - by c4sh
    I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a rectangle (4 points) and assigns the four corners a texture coordinate. After that I want a Fragment Shader (which recieves the interpolated position and the interpolated texture coordinates) that checks the depth at the "spine of the rectangle" (that is, in the line that passes through the middle of the rectangle. The problem is I don't know how to extract the position of the corresponding fragment at the spine of the rectangle. This happens because I have the texture coordinates interpolated, but I don't know how to use them to get the fragment I want, because the coordinate system of a) the texture and b) the position of my fragment in screen space are not the same. Thanks a lot for any help.

    Read the article

  • Do I need an Ubuntu certification to teach Ubuntu

    - by Luis Alvarado
    I have several students that want a course of Ubuntu. I would like to know the following very important points: Do I need an Ubuntu certification to certified my students afterwards that they know Ubuntu. Can I use the Ubuntu logo, an Ubuntu symbol for the certificate that I would give out? Do I need permissions? Where should I ask for permission? Is this possible? Is there an Ubuntu certificate format available that I could use? Is there a site where I could sign to teach and promote Ubuntu to new users (Become an Ubuntu teacher)? What information and permissions might I need from Ubuntu or Canonical if I wanted to give courses about Ubuntu?

    Read the article

  • Best way to go about sorting 2D sprites in a "RPG Maker" styled RPG

    - by Aaron Stewart
    I am trying to come up with the best way to create overlapping sprites without having any issues. I was thinking of having a SortedDictionary and setting the Entity's key to it's Y position relative to the max bound of the simulation, aka the Z value. I'd update the "Z" value in the update method each frame, if the entity's position has changed at all. For those who don't know what I mean, I want characters who are standing closer in front of another character to be drawn on top, and if they are behind the character, they are drawn behind. I'm leery of using SpriteBatch back to front or front to back, I've been doing some searching and have been under the impression they are a bad idea. and want to know exactly how other people are dealing with their depth sorting. Just ultimately trying to come up with the best method of sorting for good practice before I get too far in to refactor the system effectively.

    Read the article

  • How do you approach tutorials

    - by aurel
    Hi I get lots of interesting tutorials through feeds and sometimes I implement them step by step, other times I just read through them and note anything that I do not know. when ever I implement them I takes a long time - starting the project, typing the code (as I feel there is no point to copy and paste ), then going back and forth between browser and editing program All in all, I am interested to know how do you learn from the tutorials (I'm no where close to being an expert). Or if you don't use tutorials, is there any other way to learn? Thanks a lot

    Read the article

  • Resources for improving your comprehension of recursion?

    - by Andrew M
    I know what recursion is (when a patten reoccurs within itself, typically a function that calls itself on one of its lines, after a breakout conditional... right?), and I can understand recursive functions if I study them closely. My problem is, when I see new examples, I'm always initially confused. If I see a loop, or a mapping, zipping, nesting, polymorphic calling, and so on, I know what's going just by looking at it. When I see recursive code, my thought process is usually 'wtf is this?' followed by 'oh it's recursive' followed by 'I guess it must work, if they say it does.' So do you have any tips/plans/resources for building up your skills in this area? Recursion is kind of a wierd concept so I'm thinking the way to tackle it may be equally wierd and inobvious.

    Read the article

  • Help making TP-Link Wireless USB Adapter TL-WN723N work consistently

    - by Savvas Katseas
    I've only recently made the jump to Ubuntu, using 11.10/64 as my only desktop OS. Everything seems to be working fine, except my USB Wireless adapter, TP-Link's TL-WN723N which is randomly connecting and disconnecting. The connection time appears to be random, too: I've experienced hours of connectivity and lots of connections/disconnections. I've tried searching for a solution, but what I find doesn't concern this specific USB adapter. I'd like some help identifying the problem... I've also recently switched to using a D-Link router as a wireless hub, which creates its own wireless/n network. Unfortunately this didn't solve my problems, as the new n network can be joined, but there's no connectivity to the internet. I know that's not much info to help others solve my problem, so please let me know of what else I can provide to make this a better question -- and possibly help others facing similar trouble. lsusb reports that I'm using Realtek Semiconductor Corp. RTL8188SU 802.11n WLAN Adapter

    Read the article

< Previous Page | 154 155 156 157 158 159 160 161 162 163 164 165  | Next Page >