Search Results

Search found 7188 results on 288 pages for 'frame buffer'.

Page 165/288 | < Previous Page | 161 162 163 164 165 166 167 168 169 170 171 172  | Next Page >

  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

    Read the article

  • protecting css selectors on large website

    - by Tim
    I have content that appears within a corporate website inside an iframe. Several departments contribute their own CSS files to manage the overall UI and design. My problem is that they may use selectors for elements like td (for instance), without notice. Of course that will affect my own content in the frame unless I add a class to every td. I'm just using td as an example: the generic style for any element could change without notice. Is there any method/convention/practice I can use to protect my own styling?

    Read the article

  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

    Read the article

  • Corona SDK: Animation takes a long time to play after "prepare" step

    - by Michael Taufen
    First off, I'm using the current publicly available build, version 2011.704 I'm building a platformer, and have a character that runs along and jumps when the screen is tapped. While jumping, the animation code has him assume a svelte jumping pose, and upon the detection of a collision with the ground, he returns to running. All of this happens. The problem is that there is this strange gap of time, about 1/2 a second by the feel of it, where my character sits on the first frame of the run animation after landing, before it actually starts playing. This leads me to believe that the problem is somewhere between the "prepare" step of loading up a sprite set's animation sequence and the "play" step. Thanks in advance for any help :). My code for when my character lands is as follows: local function collisionHandler ( event ) if (event.object1.myName == "character") and (event.object2.type == "terrain") then inAir = false characterInstance:prepare( "run" ) -- TODO: time between prepare and play is curiously long... characterInstance:play() end end

    Read the article

  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

    Read the article

  • Looking for literature about graphics pipeline optimization

    - by zacharmarz
    I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found something in [Optimising the Graphics Pipeline, NVIDIA, Koji Ashida] - too old, [Real-time rendering, Akenine Moller], [OpenGL Bindless Extensions, NVIDIA, Jeff Bolz], [Efficient multifragment effects on graphics processing units, Louis Frederic Bavoil] and some internet discussions. But there is not too much information and I want to read more. It should contain something about application, driver, memory and shader units communication and data transfers. About vertices and attributes. Also pre and post T&L cache (if they still exist in nowadays architectures) etc. I don't need anything about textures, frame buffers and rasterization. It can also be about OpenGL (not about DirecX) and optimizing extensions (not old extensions like VBOs, but newer like vertex_buffer_unified_memory).

    Read the article

  • Will unity stop being a plugin for Compiz?

    - by Murphy1138
    I ask this as with the Unity Desktop running , when I try any games with my Ubuntu 12.04.1 I get so much frame rate drop with Unity and Compiz. If I switch to Gnome-Classic which uses mutter, I get a vast boost in performance. My system is an 8 core AMD with a Nvidia 460 SE that can play anything I chuck at it in Windows and I'm using the latest Nvidia drivers, but even simple games like the humble bundle gets serious lag with Unity and the only cause of this can be compiz (what I can guess). When Steam come to Ubuntu, how will this performance loss be addressed?

    Read the article

  • Game Clock Precision

    - by Philip
    I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article: If you start your game clock at about 4 billion (more precisely 2^32, or any large power of two) then your exponent, and hence your precision, will remain constant for the next ~4 billion seconds, or ~136 years. He doesn't give a concrete example of this though. Does this mean I would want to add 2^32 to the game clock value that I store at the beginning of each frame? Or is there a way to actually set the clock in Windows so that the numbers start at 2^32?

    Read the article

  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

    Read the article

  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

    Read the article

  • How to change web browser's tab bar background color or image?

    - by Hanynowsky
    Running Precise. I am tweaking the ambiance theme to my taste. Yet I can't locate where I can modify the background color of the browser's tab bar (I suspect its value instruction to be somewhere in the gtk-widget or gtk-3 style files). See image: Thanks in advance. -------------------EDIT----------------------- Solution: Edited the following files: /usr/share/themes/MyTheme/gtk-2.0/apps/chromium.rc ( style "chrome-gtk-frame"{ ...}) gtk.css gtkrc (gtk-2.0 folder / first line of style dark - background - ) : style "dark" { color["bg_color_dark"] = "#303030" #original was 3c3b37 color["fg_color_dark"] = "#dfdbd2" color["selected_fg_color_dark"] = "#ffffff" fg[NORMAL] = @fg_color_dark fg[PRELIGHT] = shade (1.15, @fg_color_dark) fg[ACTIVE] = @fg_color_dark fg[SELECTED] = @selected_fg_color_dark fg[INSENSITIVE] = shade (0.5, @fg_color_dark) bg[NORMAL] = @bg_color_dark bg[ACTIVE] = shade (0.8, @bg_color_dark) bg[SELECTED] = @selected_bg_color bg[PRELIGHT] = shade (1.0, "#4D4C48") bg[INSENSITIVE] = shade (0.85, @bg_color_dark) text[NORMAL] = @fg_color_dark text[PRELIGHT] = shade (1.15, @fg_color_dark) text[SELECTED] = @selected_fg_color_dark text[ACTIVE] = @fg_color_dark text[INSENSITIVE] = mix (0.5, @bg_color, @bg_color_dark) } RESULT:

    Read the article

  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

    Read the article

  • ubuntu software center only opens for a few seconds, then crashes?

    - by Sarah Mae
    so i've been googling this question all day, and i've tried everything. i've tried uninstalling and reinstalling USC multiple times, i've tried basically all of the terminal commands that these forums/ask boards have recommended, to no avail. i'm at a loss. i'm using ubuntu 12.04 :O edit// i should probably be more specific about my problem! ahah. everytime i try to open USC, the frame and everything will show up & it'll load for about 5 seconds, then it'll turn gray & i'll have to force quit it :I

    Read the article

  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

    Read the article

  • Physics timestep questions

    - by SSL
    I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, -(float)9.81 / 60, 0); //called every frame projectilePosition += projectileVelocity; This seems to work fine but I've noticed in various projectile examples I've seen that the elapsedtime per update is taken into account. What's the difference between the two and how can I convert the above to take into account the elapsedtime? (I'm using XNA - do I use ElapsedTime.TotalSeconds or TotalMilliseconds)? Edit: Forgot to add my attempt at using elapsedtime, which seemed to break the physics: projectileVelocity.Y += -(float)((9.81 * gameTime.ElapsedGameTime.TotalSeconds * gameTime.ElapsedGameTime.TotalSeconds) * 0.5f); Thanks for the help

    Read the article

  • 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

    Read the article

  • Android - Rendering HUD View to SurfaceView

    - by Jon
    I have developed a relatively simple game in android, to get my head around it all, and on the back of it developed a crude game engine (in the loosest sense!). I use a SurfaceView and canvas (no OpenGL) - I'll cross that bridge another time! I have implemented a game HUD, title screens etc. by overlaying standard Android view widgets over my SurfaceView. This all works reasonably well maintaining an acceptable frame-rate, but it is a simple game with not a lot happening on or off screen. What I am wondering now is whether one could (and whether one would get any advantage by) drawing all my views to the one SurfaceView, all controlled by the main game thread. At the moment I have handlers flinging messages around and runOnUiThreads here, there and everywhere. Quite cumbersome. Any thoughts on this would be much appreciated (before I perhaps waste time trying to do it!)

    Read the article

  • ROracle support for TimesTen In-Memory Database

    - by Sam Drake
    Today's guest post comes from Jason Feldhaus, a Consulting Member of Technical Staff in the TimesTen Database organization at Oracle.  He shares with us a sample session using ROracle with the TimesTen In-Memory database.  Beginning in version 1.1-4, ROracle includes support for the Oracle Times Ten In-Memory Database, version 11.2.2. TimesTen is a relational database providing very fast and high throughput through its memory-centric architecture.  TimesTen is designed for low latency, high-volume data, and event and transaction management. A TimesTen database resides entirely in memory, so no disk I/O is required for transactions and query operations. TimesTen is used in applications requiring very fast and predictable response time, such as real-time financial services trading applications and large web applications. TimesTen can be used as the database of record or as a relational cache database to Oracle Database. ROracle provides an interface between R and the database, providing the rich functionality of the R statistical programming environment using the SQL query language. ROracle uses the OCI libraries to handle database connections, providing much better performance than standard ODBC.The latest ROracle enhancements include: Support for Oracle TimesTen In-Memory Database Support for Date-Time using R's POSIXct/POSIXlt data types RAW, BLOB and BFILE data type support Option to specify number of rows per fetch operation Option to prefetch LOB data Break support using Ctrl-C Statement caching support Times Ten 11.2.2 contains enhanced support for analytics workloads and complex queries: Analytic functions: AVG, SUM, COUNT, MAX, MIN, DENSE_RANK, RANK, ROW_NUMBER, FIRST_VALUE and LAST_VALUE Analytic clauses: OVER PARTITION BY and OVER ORDER BY Multidimensional grouping operators: Grouping clauses: GROUP BY CUBE, GROUP BY ROLLUP, GROUP BY GROUPING SETS Grouping functions: GROUP, GROUPING_ID, GROUP_ID WITH clause, which allows repeated references to a named subquery block Aggregate expressions over DISTINCT expressions General expressions that return a character string in the source or a pattern within the LIKE predicate Ability to order nulls first or last in a sort result (NULLS FIRST or NULLS LAST in the ORDER BY clause) Note: Some functionality is only available with Oracle Exalytics, refer to the TimesTen product licensing document for details. Connecting to TimesTen is easy with ROracle. Simply install and load the ROracle package and load the driver. > install.packages("ROracle") > library(ROracle) Loading required package: DBI > drv <- dbDriver("Oracle") Once the ROracle package is installed, create a database connection object and connect to a TimesTen direct driver DSN as the OS user. > conn <- dbConnect(drv, username ="", password="", dbname = "localhost/SampleDb_1122:timesten_direct") You have the option to report the server type - Oracle or TimesTen? > print (paste ("Server type =", dbGetInfo (conn)$serverType)) [1] "Server type = TimesTen IMDB" To create tables in the database using R data frame objects, use the function dbWriteTable. In the following example we write the built-in iris data frame to TimesTen. The iris data set is a small example data set containing 150 rows and 5 columns. We include it here not to highlight performance, but so users can easily run this example in their R session. > dbWriteTable (conn, "IRIS", iris, overwrite=TRUE, ora.number=FALSE) [1] TRUE Verify that the newly created IRIS table is available in the database. To list the available tables and table columns in the database, use dbListTables and dbListFields, respectively. > dbListTables (conn) [1] "IRIS" > dbListFields (conn, "IRIS") [1] "SEPAL.LENGTH" "SEPAL.WIDTH" "PETAL.LENGTH" "PETAL.WIDTH" "SPECIES" To retrieve a summary of the data from the database we need to save the results to a local object. The following call saves the results of the query as a local R object, iris.summary. The ROracle function dbGetQuery is used to execute an arbitrary SQL statement against the database. When connected to TimesTen, the SQL statement is processed completely within main memory for the fastest response time. > iris.summary <- dbGetQuery(conn, 'SELECT SPECIES, AVG ("SEPAL.LENGTH") AS AVG_SLENGTH, AVG ("SEPAL.WIDTH") AS AVG_SWIDTH, AVG ("PETAL.LENGTH") AS AVG_PLENGTH, AVG ("PETAL.WIDTH") AS AVG_PWIDTH FROM IRIS GROUP BY ROLLUP (SPECIES)') > iris.summary SPECIES AVG_SLENGTH AVG_SWIDTH AVG_PLENGTH AVG_PWIDTH 1 setosa 5.006000 3.428000 1.462 0.246000 2 versicolor 5.936000 2.770000 4.260 1.326000 3 virginica 6.588000 2.974000 5.552 2.026000 4 <NA> 5.843333 3.057333 3.758 1.199333 Finally, disconnect from the TimesTen Database. > dbCommit (conn) [1] TRUE > dbDisconnect (conn) [1] TRUE We encourage you download Oracle software for evaluation from the Oracle Technology Network. See these links for our software: Times Ten In-Memory Database,  ROracle.  As always, we welcome comments and questions on the TimesTen and  Oracle R technical forums.

    Read the article

  • Distributed Transaction Framework across webservices

    - by John Petrak
    I am designing a new system that has one central web service and several site web services which are spread across the country and some overseas. It has some data that must be identical on all sites. So my plan is to maintain that data in the central web service and then "sync" the data to sites. This includes inserts, edits and deletes. I see a problem when deleting, if one site has used the record, then I need to undo the delete that has happened on the other servers. This lead me to idea that I need some sort of transaction system that can work across different web servers. Before I design one from scratch, I would like to know if anyone has come across this sort of problem and if there are any frame works or even design patterns that might aid me?

    Read the article

  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

    Read the article

  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

    Read the article

  • How do I add text to an animated .gif in gimp?

    - by Carla
    I have just worked out how to create an animated.gif in gimp but I am having a problem adding text. When I create/add the text box and then save my.gif and view it, the text only flashes up over one frame/layer. How do I make the text last over the entire duration of the animated.gif? If you could explain in very simple terms, with the easiest solution, that would be wonderful as I am quite new to all this and very unsure of what I am doing! Thank you for any help you can give.

    Read the article

  • convert orientation vec3 to a rotation matrix

    - by lapin
    I've got a normalized vec3 that represents an orientation. Each frame of animation, an object's orientation changes slightly, so I add a delta vector to the orientation vector and then normalize to find the new orientation. I'd like to convert the vec3 that represents an orientation into a rotation matrix that I can use to orient my object. If it helps, my object is a cone, and I'd like to rotate it about the pointy end, not from its center :) PS I know I should use quaternions because of the gimbal lock problem. If someone can explain quats too, that'd be great :)

    Read the article

  • Atheros Wireless card shows up as two different models?

    - by geermc4
    Hi I've been fighting these wireless drivers for a few days and just recently i noticed that the model the Wireless controller appears in lspci is different sometimes. This is the data i have after installing Ubuntu Server 64 bit ~# lspci -k .... 04:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) Subsystem: AzureWave Device 1d89 Kernel driver in use: ath9k Kernel modules: ath9k ran some updates, restarted, all was good, all though it did say that linux-headers-server linux-image-server linux-server where beeing kept back. After that i installed ubuntu-desktop (aptitude install ubuntu-desktop --without-recommends) restarted and not only is the wireless not working anymore, but the hardware is listed as a different card ~# lspci -k .... 04:00.0 Ethernet controller: Atheros Communications Inc. AR5008 Wireless Network Adapter (rev 01) has no available drivers for it, still i tried to modprobe ath9k, they show up in lsmod as loaded, but still iw list shows nothing. this is what it looked like before the ubuntu-desktop instalation Wiphy phy0 Band 1: Capabilities: 0x11ce HT20/HT40 SM Power Save disabled RX HT40 SGI TX STBC RX STBC 1-stream Max AMSDU length: 3839 bytes DSSS/CCK HT40 Maximum RX AMPDU length 65535 bytes (exponent: 0x003) Minimum RX AMPDU time spacing: 8 usec (0x06) HT TX/RX MCS rate indexes supported: 0-7 Frequencies: * 2412 MHz [1] (14.0 dBm) * 2417 MHz [2] (15.0 dBm) * 2422 MHz [3] (15.0 dBm) * 2427 MHz [4] (15.0 dBm) * 2432 MHz [5] (15.0 dBm) * 2437 MHz [6] (15.0 dBm) * 2442 MHz [7] (15.0 dBm) * 2447 MHz [8] (15.0 dBm) * 2452 MHz [9] (15.0 dBm) * 2457 MHz [10] (15.0 dBm) * 2462 MHz [11] (15.0 dBm) * 2467 MHz [12] (15.0 dBm) (passive scanning) * 2472 MHz [13] (14.0 dBm) (passive scanning) * 2484 MHz [14] (17.0 dBm) (passive scanning) Bitrates (non-HT): * 1.0 Mbps * 2.0 Mbps (short preamble supported) * 5.5 Mbps (short preamble supported) * 11.0 Mbps (short preamble supported) * 6.0 Mbps * 9.0 Mbps * 12.0 Mbps * 18.0 Mbps * 24.0 Mbps * 36.0 Mbps * 48.0 Mbps * 54.0 Mbps max # scan SSIDs: 4 max scan IEs length: 2257 bytes Coverage class: 0 (up to 0m) Supported Ciphers: * WEP40 (00-0f-ac:1) * WEP104 (00-0f-ac:5) * TKIP (00-0f-ac:2) * CCMP (00-0f-ac:4) * CMAC (00-0f-ac:6) Available Antennas: TX 0x1 RX 0x3 Configured Antennas: TX 0x1 RX 0x3 Supported interface modes: * IBSS * managed * AP * AP/VLAN * WDS * monitor * mesh point * P2P-client * P2P-GO software interface modes (can always be added): * AP/VLAN * monitor interface combinations are not supported Supported commands: * new_interface * set_interface * new_key * new_beacon * new_station * new_mpath * set_mesh_params * set_bss * authenticate * associate * deauthenticate * disassociate * join_ibss * join_mesh * remain_on_channel * set_tx_bitrate_mask * action * frame_wait_cancel * set_wiphy_netns * set_channel * set_wds_peer * connect * disconnect Supported TX frame types: * IBSS: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * managed: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * AP: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * AP/VLAN: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * mesh point: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * P2P-client: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 * P2P-GO: 0x0000 0x0010 0x0020 0x0030 0x0040 0x0050 0x0060 0x0070 0x0080 0x0090 0x00a0 0x00b0 0x00c0 0x00d0 0x00e0 0x00f0 Supported RX frame types: * IBSS: 0x00d0 * managed: 0x0040 0x00d0 * AP: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 * AP/VLAN: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 * mesh point: 0x00b0 0x00c0 0x00d0 * P2P-client: 0x0040 0x00d0 * P2P-GO: 0x0000 0x0020 0x0040 0x00a0 0x00b0 0x00c0 0x00d0 Device supports RSN-IBSS. What's with the hardware change? If it has 2, how can i make the AR9285 always load and disable AR5008, or, is it the same and it's just showing it different? :| Oh and I've tried this on Ubuntu 10.04 server, xubuntu 12.04, ubuntu 12.04 desktop and server. Thanks in advanced. -- Here's some more info, i have it setup in 2 hard drives, 1 works and the other one i'm using to figure it out The one that works... # lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 06 serial: 54:04:a6:a3:3b:96 size: 1Gbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8168e-2.fw ip=192.168.2.147 latency=0 link=yes multicast=yes port=MII speed=1Gbit/s resources: irq:43 ioport:e000(size=256) memory:d0004000-d0004fff memory:d0000000-d0003fff *-network description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:04:00.0 logical name: wlan0 version: 01 serial: 74:2f:68:4a:26:73 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.2.0-18-generic-pae firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:18 memory:fea00000-fea0ffff Here's where it doesn't # lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 06 serial: 54:04:a6:a3:3b:96 size: 1Gbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8168e-2.fw ip=192.168.2.160 latency=0 link=yes multicast=yes port=MII speed=1Gbit/s resources: irq:43 ioport:e000(size=256) memory:d0004000-d0004fff memory:d0000000-d0003fff *-network UNCLAIMED description: Ethernet controller product: AR5008 Wireless Network Adapter vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:04:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:fea00000-fea0ffff Update I've noticed that if i blacklist the ath9k and ath9k_common modules lspci gives me the AR9285, but then I need to modprobe ath9k for it to work, does this make any sense? If so, why?

    Read the article

  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

    Read the article

< Previous Page | 161 162 163 164 165 166 167 168 169 170 171 172  | Next Page >