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  • CodePlex Daily Summary for Thursday, June 05, 2014

    CodePlex Daily Summary for Thursday, June 05, 2014Popular Releases51Degrees - Device Detection and Redirection: 3.1.2.3: Version 3.1 HighlightsDevice detection algorithm is over 100 times faster. Regular expressions and levenshtein distance calculations are no longer used. The device detection algorithm performance is no longer limited by the number of device combinations contained in the dataset. Two modes of operation are available: Memory – the detection data set is loaded into memory and there is no continuous connection to the source data file. Slower initialisation time but faster detection performanc...CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.27.0: CodeMap now indicates the type name for all members Implemented running scripts 'as administrator'. Just add '//css_npp asadmin' to the script and run it as usual. 'Prepare script for distribution' now aggregates script dependency assemblies. Various improvements in CodeSnipptet, Autcompletion and MethodInfo interactions with each other. Added printing line number for the entries in CodeMap (subject of configuration value) Improved debugging step indication for classless scripts ...Load Runner - HTTP Pressure Test Tool: Load Runner 1.1: 1. added support for measuring total in time / hits / traffic / requests 2. abstracted log, default log to console / text file 3. refactored codeKartris E-commerce: Kartris v2.6003: Bug fixes: Fixed issue where category could not be saved if parent categories not altered Updated split string function to 500 chars otherwise problems with attribute filtering in PowerPack Improvements: If a user has group pricing below that available through qty discounts, that will show in place of the qty discountMagicaVoxel: MagicaVoxel Renderer ver 0.01: MagicaVoxel Renderer (Win 0.01)ClosedXML - The easy way to OpenXML: ClosedXML 0.72.3: 70426e13c415 ClosedXML for .Net 4.0 now uses Open XML SDK 2.5 b9ef53a6654f Merge branch 'master' of https://git01.codeplex.com/forks/vbjay/closedxml 727714e86416 Fix range.Merge(Boolean) for .Net 3.5 eb1ed478e50e Make public range.Merge(Boolean checkIntersects) 6284cf3c3991 More performance improvements when saving.MCE Controller: MCE Controller V1.8.6: BETA. Adds option to disable all internal commands. If the "Disable Internal Commands" checkbox in settings is checked, MCE Controller will disable all internally defined commands (e.g. VK key codes, single characters, mouse commands, etc...) and only respond to commands defined in the MCEControl.commmands file. Attempts to fix inability for clients to reconnect after they forcibly close the connection. Build 1.8.6.37445Visual F# Tools: Daily Builds Preview 06-04-2014: This preview is released for use under a proprietary license.SEToolbox: SEToolbox 01.032.018 Release 1: Added ability to merge/join two ships, regardless of origin. Added Language selection menu to set display text language (for SE resources only), and fixed inherent issues. Added full support for Dedicated Servers, allowing use on PC without Steam present, and only the Dedicated Server install. Added Browse button for used specified save game selection in Load dialog. Installation of this version will replace older version.Service monitor: Version 3.1: Added the ability of the tool to restart itself in 'Admin' mode without UAC prompt. Note that this only works after the tool has run in 'Admin' mode at least once before. This is only supported on Vista, Windows 7 or later. See my blog post on how it is done.DNN Blog: 06.00.07: Highlights: Enhancement: Option to show management panel on child modules Fix: Changed SPROC and code to ensure the right people are notified of pending comments. (CP-24018) Fix: Fix to have notification actions authentication assume the right module id so these will work from the messaging center (CP-24019) Fix: Fix to issue in categories in a post that will not save when no categories and no tags selectedTEncoder: 4.0.0: --4.0.0 -Added: Video downloader -Added: Total progress will be updated more smoothly -Added: MP4Box progress will be shown -Added: A tool to create gif image from video -Added: An option to disable trimming -Added: Audio track option won't be used for mpeg sources as default -Fixed: Subtitle position wasn't used -Fixed: Duration info in the file list wasn't updated after trimming -Updated: FFMpegQuickMon: Version 3.14 (Pie release): This is unofficially the 'Pie' release. There are two big changes.1. 'Presets' - basically templates. Future releases might build on this to allow users to add more presets. 2. MSI Installer now allows you to choose components (in case you don't want all collectors etc.). This means you don't have to download separate components anymore (AllAgents.zip still included in case you want to use them separately) Some other changes:1. Add/changed default file extension for monitor packs to *.qmp (...VeraCrypt: VeraCrypt version 1.0d: Changes between 1.0c and 1.0d (03 June 2014) : Correct issue while creating hidden operating system. Minor fixes (look at git history for more details).Keepass2Android: 0.9.4-pre1: added plug-in support: See settings for how to get plug-ins! published QR plug-in (scan passwords, display passwords as QR code, transfer entries to other KP2A devices) published InputStick plugin (transfer credentials to your PC via bluetooth - requires InputStick USB stick) Third party apps can now simply implement querying KP2A for credentials. Are you a developer? Please add this to your app if suitable! added TOTP support (compatible with KeeOTP and TrayTotp) app should no l...Microsoft Web Protection Library: AntiXss Library 4.3.0: Download from nuget or the Microsoft Download Center This issue finally addresses the over zealous behaviour of the HTML Sanitizer which should now function as expected once again. HTML encoding has been changed to safelist a few more characters for webforms compatibility. This will be the last version of AntiXSS that contains a sanitizer. Any new releases will be encoding libraries only. We recommend you explore other sanitizer options, for example AntiSamy https://www.owasp.org/index....Z SqlBulkCopy Extensions: SqlBulkCopy Extensions 1.0.0: SqlBulkCopy Extensions provide MUST-HAVE methods with outstanding performance missing from the SqlBulkCopy class like Delete, Update, Merge, Upsert. Compatible with .NET 2.0, SQL Server 2000, SQL Azure and more! Bulk MethodsBulkDelete BulkInsert BulkMerge BulkUpdate BulkUpsert Utility MethodsGetSqlConnection GetSqlTransaction You like this library? Find out how and why you should support Z Project Become a Memberhttp://zzzproject.com/resources/images/all/become-a-member.png|ht...Tweetinvi a friendly Twitter C# API: Tweetinvi 0.9.3.x: Timelines- Added all the parameters available from the Timeline Endpoints in Tweetinvi. - This is available for HomeTimeline, UserTimeline, MentionsTimeline // Simple query var tweets = Timeline.GetHomeTimeline(); // Create a parameter for queries with specific parameters var timelineParameter = Timeline.CreateHomeTimelineRequestParameter(); timelineParameter.ExcludeReplies = true; timelineParameter.TrimUser = true; var tweets = Timeline.GetHomeTimeline(timelineParameter); Tweetinvi 0.9.3.1...Sandcastle Help File Builder: Help File Builder and Tools v2014.5.31.0: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release completes removal of the branding transformations and implements the new VS2013 presentation style that utilizes the new lightweight website format. Several breaking cha...Magick.NET: Magick.NET 6.8.9.101: Magick.NET linked with ImageMagick 6.8.9.1. Breaking changes: - Int/short Set methods of WritablePixelCollection are now unsigned. - The Q16 build no longer uses HDRI, switch to the new Q16-HDRI build if you need HDRI.New Projects12306helper: 12306 ????2112110044: dasda2112110202: asdfsdfsdfsd2112110298: TieuDan2112110315: vftgcdxfrBaidu PCS: BaiduPCSExcel2Sobek: Here the project Excel2Sobek is hosted. Excel2Sobek is a preprocessor in Excel's VBA for the SOBEK 2 hydrological and hydraulic simulation model by Deltares.Help Desk Pro: Manage a business of customer serviceMARGYE: MARGYE CMS CMR E-CommerceMemberBS: MemberBS20140605MiKroTik API: Api untuk menghubungkan aplikasi anda dengan router Mikrotik.MiniProfiler + Log4Net: Use MiniProfiler and Log4Net in ASP.NET projectStore Apps Unity App Base for Prism: This simple library provides an Application Base for a Windows Store application that automatically connects Unity to provide injection as the container.SuperCaptcha for MVC: Custom captcha control for MVCTC760240: myappwithfailuresWindows Phone 8 Dilbert Comic Reader: Basic WP8.1 app that displays comics from http://www.dilbert.com.x86 Proved: Prove what you run!

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  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

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  • How many copies are needed to enlarge an array?

    - by user10326
    I am reading an analysis on dynamic arrays (from the Skiena's algorithm manual). I.e. when we have an array structure and each time we are out of space we allocate a new array of double the size of the original. It describes the waste that occurs when the array has to be resized. It says that (n/2)+1 through n will be moved at most once or not at all. This is clear. Then by describing that half the elements move once, a quarter of the elements twice, and so on, the total number of movements M is given by: This seems to me that it adds more copies than actually happen. E.g. if we have the following: array of 1 element +--+ |a | +--+ double the array (2 elements) +--++--+ |a ||b | +--++--+ double the array (4 elements) +--++--++--++--+ |a ||b ||c ||c | +--++--++--++--+ double the array (8 elements) +--++--++--++--++--++--++--++--+ |a ||b ||c ||c ||x ||x ||x ||x | +--++--++--++--++--++--++--++--+ double the array (16 elements) +--++--++--++--++--++--++--++--++--++--++--++--++--++--++--++--+ |a ||b ||c ||c ||x ||x ||x ||x || || || || || || || || | +--++--++--++--++--++--++--++--++--++--++--++--++--++--++--++--+ We have the x element copied 4 times, c element copied 4 times, b element copied 4 times and a element copied 5 times so total is 4+4+4+5 = 17 copies/movements. But according to formula we should have 1*(16/2)+2*(16/4)+3*(16/8)+4*(16/16)= 8+8+6+4=26 copies of elements for the enlargement of the array to 16 elements. Is this some mistake or the aim of the formula is to provide a rough upper limit approximation? Or am I missunderstanding something here?

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  • Microeconomical simulation: coordination/planning between self-interested trading agents

    - by Milton Manfried
    In a typical perfect-information strategy game like Chess, an agent can calculate its best move by searching the state tree for the best possible move, while assuming that the opponent will also make the best possible move (i.e. Mini-max). I would like to use this approach in a "game" modeling economic activity, where the possible "moves" would be to buy or sell for a given price, and the goal, rather than a specific class of states (e.g. Checkmate), would be to maximize some function F of the agent's state (e.g. F(money, widget) = 10*money + widget). How to handle buy/sell actions that require coordination between both parties, at the very least agreement upon a price? The cheap way out would be to set the price beforehand, maybe based upon the current supply -- but the idea of this simulation is to examine how prices emerge when freely determined by "perfectly rational" agents. A great example of what I do not want is the trading algorithm in SugarScape -- paraphrasing from Growing Artificial Societies p101-102: when a pair of agents interact to trade, they each compute their internal valuations of the goods, then a bargaining process is conducted and a price is agreed to. If this price makes both agents better off, they complete the transaction The protocol itself is beautiful, but what it cannot capture (as far as I can tell) is the ability for an agent to pay more than it might otherwise for a good, because it knows that it can sell it for even more at a later date -- what appears to be called "strategic thinking" in this pape at Google Books Multi-Agent-Based Simulation III: 4th International Workshop, MABS 2003... to get realistic behavior like that, it seems one would either (1) have to build an outrageously-complex internal valuation system which could at best only cover situations that were planned for at compile-time, or otherwise (2) have some mechanism to search the state tree... which would require some way of planning future trades. Note: The chess analogy only works as far as the state-space search goes; the simulation isn't intended to be "zero sum", so a literal mini-max search wouldn't be appropriate -- and ideally, it should work with more than two agents.

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  • Procedural content (settlement) generation

    - by instancedName
    I have, lets say, something like a homework or assignment to do. Roughly said I need to write an algorithm (pseudo code is not necessary, just in depth description) of procedure that would generate settlements, environment and a people to populate it with, as part of some larger world generation procedure. The genre of game is not specified, it could be any genre (rpg, strategy, colony simulation etc.) where interacting with large and extensive world is central to the game. Procedure should be called once per settlement. At the time of calling, world generation procedure makes geography, culture and history input available. Output should be map of the village and it's immediate area, and various potential additional information like myths, history, demographic facts etc. Bonus would be quest ant similar stuff, but that not really my focus at the moment. I will leave quality of the output for later when I actually dig little deeper into this topic. I am free to change parameters as long as I have strong explanation for doing so. Setting of the game is undetermined so I am free to use anything that I like the most. Ok, so my actual question is: Can anyone who has some experience in this field of game design recommend me some good literature, or point me in the direction where I should look/reed/study? I'm somewhat experienced game programmer, but I've never been into game design till now so any help will be great. I want to do this assignment as good as I can. As for deadline, it's not strictly set, but lets say I don't want it to take longer then few weeks, one month at worst case.

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  • Problem inserting pre-ordered values to quadtree

    - by Lucas Corrêa Feijó
    There's this string containing B, W and G (standing for black, white and gray). It defines the pre-ordered path of the quadtree I want to build. I wrote this method for filling the QuadTree class I also wrote but it doesn't work, it inserts correctly until it reaches a point in the algorithm it needs to "return". I use math quadrants convention order for insertion, such as northeast, northwest, southwest and southeast. A quadtree has all it's leafs black or white and all the other nodes gray The node used in the tree is called Node4T and has a char as data and 4 references to other nodes like itself, called, respectively NE, NW, SW, SE. public void insert(char val) { if(root==null) { root = new Node4T(val); } else { insert(root, val); } } public void insert(Node4T n, char c) { if(n.data=='G') // possible to insert { if(n.NE==null) { n.NE = new Node4T(c); return; } else { insert(n.NE,c); } if(n.NW==null) { n.NW = new Node4T(c); return; } else { insert(n.NW,c); } if(n.SW==null) { n.SW = new Node4T(c); return; } else { insert(n.SW,c); } if(n.SE==null) { n.SE = new Node4T(c); return; } else { insert(n.SE,c); } } else // impossible to insert { } } The input "GWGGWBWBGBWBWGWBWBWGGWBWBWGWBWBGBWBWGWWWB" is given a char at a time to the insert method and then the print method is called, pre-ordered, and the result is "GWGGWBWBWBWGWBWBW". How do I make it import the string correctly? Ignore the string reading process, suppose the method is called and it has to do it's job.

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  • How to make it so units don't stack up in one location?

    - by Daggio
    So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so far so good, I have the A* pathfinding algorithm all sorted out and the minion units move to the desired location as I want them to be. The problem a rise when a unit stops in a node that has already occupied by another friendly unit. Both (or more than two) of them stacks up in one location, it looks like they're one unit. I want to add collision detection so when they collide they don't stack up together. But now they stop when they collide on they way to a node. This isn't good because they won't move at all midway (they won't respond to enemy attacks like that). I've added a deltatime so they only stopped for 2 seconds before they move again to their designated designation. This moves them again but they flicker. Not how I want it. So, like the title said. How to make more than one units don't stack up in a node? And if possible, how to make them not flicker while moving (it's good if they can tell other friendly units on the way and avoid them accordingly)?

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  • how to create java zip archives with a max file size limit [closed]

    - by Marci Casvan
    I need to write an algorithm in java (for an android app) to read a folder containing more folders and each of those containing images and audio files so the structure is this: mainDir/subfolders/myFile1.jpg It must be in java, something like perl script is not an option. It would preferably be for the compressed archive in order to squeeze as many files as possible before mailing the zip. Just a normal zip (no jar). My problem is that I need to limit the size of the archive to 16mb and at runtime, create as many archives as needed to contain all my files from my main mainDir folder. I tried several examples from the net, I read the java documentation, but I can't manage to understand and put it all together the way I need it. Has someone done this before or has a link or an example for me? I resolved the reading of the files with a recursive method but I can't write the logic for the zip creation I'm open for suggestions or better, a working example. EDIT: FileNotFoundException (no such file or directory) this was my initial post at Stack Overflow. I've got an answer to it, but I can't set the size of the ZipEntry and the logic doesn't work and also when extracting the my files from the zip I get the compression method not supported error.

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  • What technical test should I give to a job candidate

    - by Romain Braun
    I'm not sure if this is the right stackexhange website, but : I have three candidates coming in tomorrow. One has 15 years of experience in PHP, and the two others have about 1 year of experience in PHP/ frontend development. For the last ones I was thinking about a test where they would have to develop a web app allowing users to manage other users, as in : Display a list of users, display a single user, modify an user, and add extended properties to an user. This way it would feature html, css, js, ajax, php and SQL. Do you think this would be a good test? What test should I give to the first one? He needs something much more difficult, I guess. I'm also listening, if you have any advice/ideas about what makes a good developer, and what I should pay attention to in the guys' codes. I was also considering thinking outside of the box, more algorithm-related, and asked him to make the fastest function to tell if a number is a prime number, because there are a lot of optimizations you can apply to such a function. They have one day to do it.

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  • ARTS Reference Model for Retail

    - by Sanjeev Sharma
    Consider a hypothetical scenario where you have been tasked to set up retail operations for a electronic goods or daily consumables or a luxury brand etc. It is very likely you will be faced with the following questions: What are the essential business capabilities that you must have in place?  What are the essential business activities under-pinning each of the business capabilities, identified in Step 1? What are the set of steps that you need to perform to execute each of the business activities, identified in Step 2? Answers to the above will drive your investments in software and hardware to enable the core retail operations. More importantly, the choices you make in responding to the above questions will several implications in the short-run and in the long-run. In the short-term, you will incur the time and cost of defining your technology requirements, procuring the software/hardware components and getting them up and running. In the long-term, as you grow in operations organically or through M&A, partnerships and franchiser business models  you will invariably need to make more technology investments to manage the greater complexity (scale and scope) of business operations.  "As new software applications, such as time & attendance, labor scheduling, and POS transactions, just to mention a few, are introduced into the store environment, it takes a disproportionate amount of time and effort to integrate them with existing store applications. These integration projects can add up to 50 percent to the time needed to implement a new software application and contribute significantly to the cost of the overall project, particularly if a systems integrator is called in. This has been the reality that all retailers have had to live with over the last two decades. The effect of the environment has not only been to increase costs, but also to limit retailers' ability to implement change and the speed with which they can do so." (excerpt taken from here) Now, one would think a lot of retailers would have already gone through the pain of finding answers to these questions, so why re-invent the wheel? Precisely so, a major effort began almost 17 years ago in the retail industry to make it less expensive and less difficult to deploy new technology in stores and at the retail enterprise level. This effort is called the Association for Retail Technology Standards (ARTS). Without standards such as those defined by ARTS, you would very likely end up experiencing the following: Increased Time and Cost due to resource wastage arising from re-inventing the wheel i.e. re-creating vanilla processes from scratch, and incurring, otherwise avoidable, mistakes and errors by ignoring experience of others Sub-optimal Process Efficiency due to narrow, isolated view of processes thereby ignoring process inter-dependencies i.e. optimizing parts but not the whole, and resulting in lack of transparency and inter-departmental finger-pointing Embracing ARTS standards as a blue-print for establishing or managing or streamlining your retail operations can benefit you in the following ways: Improved Time-to-Market from parity with industry best-practice processes e.g. ARTS, thus avoiding “reinventing the wheel” for common retail processes and focusing more on customizing processes for differentiations, and lowering integration complexity and risk with a standardized vocabulary for exchange between internal and external i.e. partner systems Lower Operating Costs by embracing the ARTS enterprise-wide process reference model for developing and streamlining retail operations holistically instead of a narrow, silo-ed view, and  procuring IT systems in compliance with ARTS thus avoiding IT budget marginalization While parity with industry standards such as ARTS business process model by itself does not create a differentiation, it does however provide a higher starting point for bridging the strategy-execution gap in setting up and improving retail operations.

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  • Get 100 highest numbers from an infinite list

    - by Sachin Shanbhag
    One of my friend was asked this interview question - "There is a constant flow of numbers coming in from some infinite list of numbers out of which you need to maintain a datastructure as to return the top 100 highest numbers at any given point of time. Assume all the numbers are whole numbers only." This is simple, you need to keep a sorted list in descending order and keep a track on lowest number in that list. If new number obtained is greater than that lowest number then you have to remove that lowest number and insert the new number in sorted list as required. Then question was extended - "Can you make sure that the Order for insertion should be O(1)? Is it possible?" As far as I knew, even if you add a new number to list and sort it again using any sort algorithm, it would by best be O(logn) for quicksort (I think). So my friend told it was not possible. But he was not convinced, he asked to maintain any other data structure rather than a list. I thought of balanced Binary tree, but even there you will not get the insertion with order of 1. So the same question I have too now. Wanted to know if there is any such data structure which can do insertion in Order of 1 for above problem or it is not possible at all.

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  • Trouble with SAT style vector projection in C#/XNA

    - by ssb
    Simply put I'm having a hard time working out how to work with XNA's Vector2 types while maintaining spatial considerations. I'm working with separating axis theorem and trying to project vectors onto an arbitrary axis to check if those projections overlap, but the severe lack of XNA-specific help online combined with pseudo code everywhere that omits key parts of the algorithm, googling has left me little help. I'm aware of HOW to project a vector, but the way that I know of doing it involves the two vectors starting from the same point. Particularly here: http://www.metanetsoftware.com/technique/tutorialA.html So let's say I have a simple rectangle, and I store each of its corners in a list of Vector2s. How would I go about projecting that onto an arbitrary axis? The crux of my problem is that taking the dot product of say, a vector2 of (1, 0) and a vector2 of (50, 50) won't get me the dot product I'm looking for.. or will it? Because that (50, 50) won't be the vector of the polygon's vertex but from whatever XNA calculates. It's getting the calculation from the right starting point that's throwing me off. I'm sorry if this is unclear, but my brain is fried from trying to think about this. I need a better understanding of how XNA calculates Vector2s as actual vectors and not just as random points.

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  • How to improve Minecraft-esque voxel world performance?

    - by SomeXnaChump
    After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is fairly slow because: A) It's written in Java, and as most of the spatial partitioning and memory management activities happen in there, it would naturally be slower than a native C++ version. B) It doesn't partition its world very well. I could be wrong on both assumptions; however it got me thinking about the best way to manage large voxel worlds. As it is a true 3D world, where a block can exist in any part of the world, it is basically a big 3D array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc.) Now, I am assuming to make this sort of world perform well you would need to: A) Use a tree of some variety (oct/kd/bsp) to split all the cubes out; it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. B) Use some algorithm to work out which blocks can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. C) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees. I guess there is no right answer to this, but I would be interested to see peoples' opinions on the subject. How would you improve performance in a large voxel-based world?

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  • When module calling gets ugly

    - by Pete
    Has this ever happened to you? You've got a suite of well designed, single-responsibility modules, covered by unit tests. In any higher-level function you code, you are (95% of the code) simply taking output from one module and passing it as input to the next. Then, you notice this higher-level function has turned into a 100+ line script with multiple responsibilities. Here is the problem. It is difficult (impossible) to test that script. At least, it seems so. Do you agree? In my current project, all of the bugs came from this script. Further detail: each script represents a unique solution, or algorithm, formed by using different modules in different ways. Question: how can you remedy this situation? Knee-jerk answer: break the script up into single-responsibility modules. Comment on knee-jerk answer: it already is! Best answer I can come up with so far: create higher-level connector objects which "wire" modules together in particular ways (take output from one module, feed it as input to another module). Thus if our script was: FooInput fooIn = new FooInput(1, 2); FooOutput fooOutput = fooModule(fooIn); Double runtimevalue = getsomething(fooOutput.whatever); BarInput barIn = new BarInput( runtimevalue, fooOutput.someOtherValue); BarOutput barOut = barModule(BarIn); It would become with a connector: FooBarConnectionAlgo fooBarConnector = new fooBarConnector(fooModule, barModule); FooInput fooIn = new FooInput(1, 2); BarOutput barOut = fooBarConnector(fooIn); So the advantage is, besides hiding some code and making things clearer, we can test FooBarConnectionAlgo. I'm sure this situation comes up a lot. What do you do?

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  • Efficiently rendering to 3D texture

    - by TravisG
    I have an existing depth texture and some other color textures, and want to process the information in them by rendering to a 3D texture (based on the depth contained in the depth texture, i.e. a point at (x/y) in the depth texture will be rendered to (x/y/texture(depth,uv)) in the 3D texture). Simply doing one manual draw call for each slice of the 3D texture (via glFramebufferTextureLayer) is terribly slow, since I don't know beforehand to what slice of the 3D texture a given texel from one of the color textures or the depth texture belongs. This means the entire process is effectively for each slice for each texel in depth texture process color textures and render to slice So I have to sample the depth texture completely per each slice, and I also have to go through the processing (at least until to discard;) for all texels in it. It would be much faster if I could rearrange the process to for each texel in depth texture figure out what slice it should end up in process color textures and render to slice Is this possible? If so, how? What I'm actually trying to do: the color textures contain lighting information (as seen from light view, it's a reflective shadow map). I want to accumulate that information in the 3D texture and then later use it to light the scene. More specifically I'm trying to implement Cryteks Light Propagation Volumes algorithm.

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  • Knowing state of game in real time

    - by evthim
    I'm trying to code a tic tac toe game in java and I need help figuring out how to efficiently and without freezing the program check if someone won the game. I'm only in the design stages now, I haven't started programming anything but I'm wondering how would I know at all times the state of the game and exactly when someone wins? Response to MarkR: (note: had to place comment here, it was too long for comment section) It's not a homework problem, I'm trying to get more practice programming GUI's which I've only done once as a freshman in my second introductory programming course. I understand I'll have a 2D array. I plan to have a 2D integer array where x would equal 1 and o would equal 0. However, won't it take too much time if I check after every move if someone won the game? Is there a way or a data structure or algorithm I can use so that the program will know the state (when I say state I mean not just knowing every position on the board, the int array will take care of that, I mean knowing that user 1 will win if he places x on this block) of the game at all times and thus can know automatically when someone won?

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  • LOD in modern games

    - by Firas Assaad
    I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about how LOD is being used in modern games. I know many games use some sort of dynamic LOD for terrain, but what about elsewhere? Level of Detail for 3D Graphics for example points out that discrete LOD (where artists prepare several models in advance) is widely used because of the performance overhead of continuous LOD. That book was published in 2002 however, and I'm wondering if things are different now. There has been some research in performing dynamic LOD using the geometry shader (this paper for example, with its implementation in ShaderX6), would that be used in a modern game? To summarize, my question is about the state of LOD in modern video games, what algorithms are used and why? In particular, is view dependent continuous simplification used or does the runtime overhead make using discrete models with proper blending and impostors a more attractive solution? If discrete models are used, is an algorithm used (e.g. vertex clustering) to generate them offline, do artists manually create the models, or perhaps a combination of both methods is used?

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  • What would be a good topic for research on "edge of multiple processors / computers programming" topic?

    - by Kabumbus
    This is a subjective discussion so we can express our dreams and hopes here. A "topic" must be like a task with point to have as end result a software poduct. A "topic" must be mainly about "Software engineering", "Algorithm and data structure concepts" and perhaps "Design patterns". I mean let us try to look what is not already there? What can be developed in fiew month and give a breakthrue / start a new leap / show somethig not realized before in science of f multiple computers programming? What i see is already there: LAN / wire and other infrastractural programms for connecting on device level MPI/ Bit torrent/Jabber protocols / APIs / servers for messaging on top Boost and analogs on evry OS in most languages for multithreading there are lots of CUDA like on computer frameworks for fast calculating on computers GPUs What I personally do not see out there is a crossplatform framework for multiple processes interaction. Meaning one that would allow easy creation of multyple processes running in paralell inside one hoster app on one machine. In level not harder than needed for threads creation (so no seprate server apps - just one lib doing it all) Is there ny such lib and what can you propose for research topic?

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  • Pathfinding with MicroPather : costs calculations with sectors and portals

    - by Adan
    Hello, I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute costs with this library in this context. Just to be more clear about geometrical shapes I'm using : sectors are basically convex polygons, and portals are segments that lies on sector's edge. Micropather exposes a pure virtual Graph class that you must inherate and overrides 3 functions. I understand how pathfinding works, so there's no problem in overriding those functions. Right now, my implementation give me results, i.e I'm able to find a path in my map, but I'm not sure I'm using an optimal solution. For the AdjacentCost method : I just take the distance between sector's centers as the cost. I think a better solution should be to use the portal between the two sectors, compute its center, and then the cost should be : distance( sector A center, portal center ) + distance ( sector B center, portal center ). I'm pretty sure the approximation I'm using with just sector's center is enough for most cases, but maybe with thin and long sectors that are perpendicular, this approximation could mislead the A* algorithm. For the LeastCostEstimate method : I just take the midpoint of the two sectors. So, as you understand, I'm always working with sectors' centers, and it's working fine. And I'm pretty sure there's a better way to work. Any suggestions or feedbacks? Thanks in advance!

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  • A Star Path finding endless loop

    - by PoeHaH
    I have implemented A* algorithm. Sometimes it works, sometimes it doesn't, and it goes through an endless loop. After days of debugging and googling, I hope you can come to the rescue. This is my code: The algorythm: public ArrayList<Coordinate> findClosestPathTo(Coordinate start, Coordinate goal) { ArrayList<Coordinate> closed = new ArrayList<Coordinate>(); ArrayList<Coordinate> open = new ArrayList<Coordinate>(); ArrayList<Coordinate> travelpath = new ArrayList<Coordinate>(); open.add(start); while(open.size()>0) { Coordinate current = searchCoordinateWithLowestF(open); if(current.equals(goal)) { return travelpath; } travelpath.add(current); open.remove(current); closed.add(current); ArrayList<Coordinate> neighbors = current.calculateCoordAdjacencies(true, rowbound, colbound); for(Coordinate n:neighbors) { if(closed.contains(n) || map.isWalkeable(n)) { continue; } int gScore = current.getGvalue() + 1; boolean gScoreIsBest = false; if(!open.contains(n)) { gScoreIsBest = true; n.setHvalue(manhattanHeuristic(n,goal)); open.add(n); } else { if(gScore<n.getGvalue()) { gScoreIsBest = true; } } if(gScoreIsBest) { n.setGvalue(gScore); n.setFvalue(n.getGvalue()+n.getHvalue()); } } } return null; } What I have found out is that it always fails whenever there's an obstacle in the path. If I'm running it on 'open terrain', it seems to work. It seems to be affected by this part: || map.isWalkeable(n) Though, the isWalkeable function seems to work fine. If additional code is needed, I will provide it. Your help is greatly appreciated, Thanks :)

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  • How to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

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  • Move over DFS and Robocopy, here is SyncToy!

    - by andywe
    Ever since Windows 2000, I have always had the need to replicate data to multiple endpoints with the same content. Until DFS was introduced, the method of thinking was to either manually copy the data location by location, or to batch script it with xcopy and schedule a task. Even though this worked (and still does today), it was cumbersome, and intensive on the network, especially when dealing with larger amounts of data. Then along came robocopy, as an internal tool written by an enterprising programmer at Microsoft. We used it quite a bit, especially when we could not use DFS in the early days. It was received so well, it made it into the public realm. At least now we could have the ability to determine what files had changed and only replicate those. Well, over time there has been evolution of this ideal. DFS is obviously the Windows enterprise class service to do this, along with BrancheCache..however you don’t always need or want the power of DFS, especially when it comes to small datacenter installations, or remote offices. I have specific data sets that are on closed or restricted networks, that either have a security need for this, or are in remote countries where bandwidth is a premium. FOr this, I use the latest evolution for one off replication names Synctoy. Synctoy is from Microsoft, seemingly released in 2009, that wraps a nice GUI around setting up a paired set of folders (remember the mobile briefcase from Windows 98?), and allowing you the choice of synchronization methods. 1 way, or 2 way. Simply create a paired set of folders on the source and destination, choose your options for content, exclude any file types you don’t want to replicate, and click run. Scheduling is even easier. MS has included a wrapper for doing just this so all you enter in your task schedule in the SynToyCMD.exe, a –R as an argument, and the time schedule. No more complicated command lines or scripts.   I find this especially useful when I use MS backup to back up a system volume, but only want subsets of backup information of a data share and ONLY when that dataset has changed. Not relying on full backups and incremental. An example of this is my application installation master share. I back this up with SyncToy because I do not need multiple backup copies..one copy elsewhere suffices to back it up. At home, very useful for your pictures, videos, music, ect..the backup is online and ready to access, not waiting for you to restore a backup file, and no need to institute a domain simply to have DFS.'   Do note there is a risk..if you accidently delete a file and do not catch this before the next sync, then depending on your SyncToy settings, you can indeed lose that file as the destination updates..so due diligence applies. I make it a rule to sync manly one way…I use my master share for making changes, and allow the schedule to follow suit. Any real important file I lock down as read only through file permissions so it cannot be deleted unless I intervene.   Check out the tool and have some fun! http://www.microsoft.com/en-us/download/details.aspx?DisplayLang=en&id=15155

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  • Processing Kinect v2 Color Streams in Parallel

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2014/08/20/processing-kinect-v2-color-streams-in-parallel.aspxProcessing Kinect v2 Color Streams in Parallel I've really been enjoying being a part of the Kinect for Windows Developer's Preview. The new hardware has some really impressive capabilities. However, with great power comes great system specs. Unfortunately, my little laptop that could is not 100% up to the task; I've had to get a little creative. The most disappointing thing I've run into is that I can't always cleanly display the color camera stream in managed code. I managed to strip the code down to what I believe is the bear minimum: using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   BitmapToDisplay.Lock(); _ColorFrame.CopyConvertedFrameDataToIntPtr( BitmapToDisplay.BackBuffer, Convert.ToUInt32( BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight ), ColorImageFormat.Bgra ); BitmapToDisplay.AddDirtyRect( new Int32Rect( 0, 0, _ColorFrame.FrameDescription.Width, _ColorFrame.FrameDescription.Height ) ); BitmapToDisplay.Unlock(); } With this snippet, I'm placing the converted Bgra32 color stream directly on the BackBuffer of the WriteableBitmap. This gives me pretty smooth playback, but I still get the occasional freeze for half a second. After a bit of profiling, I discovered there were a few problems. The first problem is the size of the buffer along with the conversion on the buffer. At this time, the raw image format of the data from the Kinect is Yuy2. This is great for direct video processing. It would be ideal if I had a WriteableVideo object in WPF. However, this is not the case. Further digging led me to the real problem. It appears that the SDK is converting the input serially. Let's think about this for a second. The color camera is a 1080p camera. As we should all know, this give us a native resolution of 1920 x 1080. This produces 2,073,600 pixels. Yuy2 uses 4 bytes per 2 pixel, for a buffer size of 4,147,200 bytes. Bgra32 uses 4 bytes per pixel, for a buffer size of 8,294,400 bytes. The SDK appears to be doing this on one thread. I started wondering if I chould do this better myself. I mean, I have 8 cores in my system. Why can't I use them all? The first problem is converting a Yuy2 frame into a Bgra32 frame. It is NOT trivial. I spent a day of research of just how to do this. In the end, I didn't even produce the best algorithm possible, but it did work. After I managed to get that to work, I knew my next step was the get the conversion operation off the UI Thread. This was a simple process of throwing the work into a Task. Of course, this meant I had to marshal the final write to the WriteableBitmap back to the UI thread. Finally, I needed to vectorize the operation so I could run it safely in parallel. This was, mercifully, not quite as hard as I thought it would be. I had my loop return an index to a pair of pixels. From there, I had to tell the loop to do everything for this pair of pixels. If you're wondering why I did it for pairs of pixels, look back above at the specification for the Yuy2 format. I won't go into full detail on why each 4 bytes contains 2 pixels of information, but rest assured that there is a reason why the format is described in that way. The first working attempt at this algorithm successfully turned my poor laptop into a space heater. I very quickly brought and maintained all 8 cores up to about 97% usage. That's when I remembered that obscure option in the Task Parallel Library where you could limit the amount of parallelism used. After a little trial and error, I discovered 4 parallel tasks was enough for most cases. This yielded the follow code: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   private void ColorFrameArrived( object sender, ColorFrameArrivedEventArgs e ) { if( null == e.FrameReference ) return;   // If you do not dispose of the frame, you never get another one... using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   Task.Factory.StartNew( () => { ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   Application.Current.Dispatcher.Invoke( () => { BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } ); } ); } } This seemed to yield a results I wanted, but there was still the occasional stutter. This lead to what I realized was the second problem. There is a race condition between the UI Thread and me locking the WriteableBitmap so I can write the next frame. Again, I'm writing approximately 8MB to the back buffer. Then, I started thinking I could cheat. The Kinect is running at 30 frames per second. The WPF UI Thread runs at 60 frames per second. This made me not feel bad about exploiting the Composition Thread. I moved the bulk of the code from the FrameArrived handler into CompositionTarget.Rendering. Once I was in there, I polled from a frame, and rendered it if it existed. Since, in theory, I'm only killing the Composition Thread every other hit, I decided I was ok with this for cases where silky smooth video performance REALLY mattered. This ode looked like this: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   void CompositionTarget_Rendering( object sender, EventArgs e ) { using( ColorFrame _ColorFrame = FrameReader.AcquireLatestFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } }

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  • Why it is called "hash table", or "hash function"? Hash doesn't make any sense to me here

    - by Saeed Neamati
    It's now about 4 years of development that I'm using, hearing, talking about, and implementing hash tables and hash functions. But I really never understand why it's called hash? I remember the first days I started programming, this term was kind'of cumbersome terminology to me. I never figured out what is it, based on its name. I just experimentally understood what it does and why and when should we use it. However, I still sometimes try to figure out why it's called hash. I have no problem with table or function and to be honest, they are pretty deductive, rational terms. However, I think better words could be used instead of hash, like key, or uniqueness. Don't key table or uniqueness table. According to my dictionary, hash means: Fried dish of potato and meats (highly irrelevant) # symbol (AKA number sign, pound sign, etc.) (still irrelevant, maybe just a mis-nomenclature) Apply algorithm to character string (still has nothing to do with uniqueness, which is the most important feature of a hash table) Cut food Another term for hashish Does anyone know why it's called hash?

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