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  • isometric drawing order with larger than single tile images - drawing order algorithm?

    - by Roger Smith
    I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a problem when drawing my objects to the screen as I get some tiles erroneously overlapping other tiles. The two solutions that I know of are either splitting the image into 1x1 tile segments or implementing my own draw order algorithm, for example by assigning each image a number. The image with number 1 is drawn first, then 2, 3 etc. Does anyone have advice on what I should do? It seems to me like splitting an isometric image is very non obvious. How do you decide which parts of the image are 'in' a particular tile? I can't afford to split up all of my images manually either. The draw order algorithm seems like a nicer choice but I am not sure if it's going to be easy to implement. I can't solve, in my head, how to deal with situations whereby you change the index of one image, which causes a knock on effect to many other images. If anyone has an resources/tutorials on this I would be most grateful.

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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • Where to find and install ASUS motherboard drivers for Linux

    - by Dan
    This is my second day ever with Linux, and I had one heck of a time getting the nVidia drivers installed and working. Please, keep in mind I am very new and just starting out. I currently have an ASUS P8Z68-V LE motherboard and I'm not sure if the drivers are installed. Where would I go to find that out? I am using Gnome as my UI. If I don't have the drivers installed, where would I go? The ASUS site only gives me options to download for various Windows OS, DOS and "other" (in .ROM format). Which should I take and how should I install? I'm mostly looking for audio drivers. A lot of music I play, either on YouTube or with VLC has a faint crackling in the background on Ubuntu, which gets much worse the higher I turn the volume up. Could this be something other than the drivers? I doubt it's the hardware since the sound seems fine on Windows. I am currently running 12.04.

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  • Platformer Enemy AI

    - by hayer
    I'm currently developing a platformer shooter. The game is multiplayer and while my net code could use some real work I have put that off for the time, so currently I'm trying to implement the AI. The game is pretty simple; Players run around on a map filled with a X amount of zombies that try to eat their brains, classic and overused I know. Weapons spawn at random intervals around the map. The problem is that the zombies, when they find their pray the have to follow it for some while.. And here is the problem, running the AI navcode seems to take for ever. So here is the ideas I have come up with so far Have the AI update at different intervals with a maximum of Y ms with no updates. Have the zombies assigned to groups of zombies. One is appointed the leader of the group who finds the way to the player - the rest just follows the leader. If the leader dies another one of the zombies in the group is appointed president of the zombie swarm. If there is less than five zombies in a group they try to meet up with other zombies.(Aka they are assigned to a different group and therefor a new leader) Multi-threading option one or two? For navigation I have some kinda navmesh(since the game is not tile-based) that tells the zombies where they can walk etc. If anyone else got some ideas on how to do navigation I would love some input. For LoS(zombie - player) I have split the map into grids. If the players grid is connected to the zombies grid(if I go with option two I would only need to check if leader zombies grid is connected to player, aka less checks) - if they are connected and there is more than 250ms since last check do a raytrace.. This is my first time programming AI so input on any field is appreciated.

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  • Ask the Readers: Do You Use the Command Line?

    - by Jason Fitzpatrick
    Despite over two decades of GUI interfaces many power users still turn to the command prompt. This week we want to hear about when and how you use the command prompt on your computer. Long ago in a time before you could manipulate your computer with a mouse and a series of buttons and windows, the command line ruled all. Even after years of GUI development and refinement many people still turn to the command line to get things done. This week we want to hear all about your command line tips and tricks. Do you use the default command line for your OS? Have you enhanced it? Replaced it? What keeps you coming back to the command line when everyone happily works away in the OS’s GUI? Sound off in the comments and don’t forget to check back in on Friday to see the What You Said roundup. What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • Using PowerShell with Office365

    - by Sahil Malik
    SharePoint 2010 Training: more information Did you know, you can fully manage Office365 with PowerShell?What? Wasn’t Office365 supposed to be in the cloud – how do I use powershell with THAT!? Is it black magic? No not really! Office 365 uses the remote powershell functionality of Windows Powershell 2.0. It builds upon the Windows remote management service (you will find it in the services console of Vista+ or Windows2008+ by default, or installed as an addon on XP). It uses that to connect to a web service, and download the available commandlets – based on the logged in user. WHOAA!! So, what can be managed using PowerShell in Office 365? You can manage domains Security Groups Enhanced Authorizations Identity Federation Partner support – where you designate a partner to manage your Office365 And Exchange. Note that Lync and SharePoint online are not manageable via powershell. So, still sound like black magic? What are the actual steps to use Powershell in Office365? Well Read full article ....

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  • Where can I find video and audio drivers for my netbook?

    - by Ari
    I got a little netbook yesterday (an Acer Aspire One) for schoolwork and read in numerous reviews Ubuntu was a must. I dove into it blindly and downloaded 12.04 LTS and though I admit it's faster than before, I have no idea how it works yet and was stupid enough to get rid of the Windows 7 Starter that was on there before completely. I can see myself getting used to the rest of Ubuntu, but the main issue is that it seems to have eaten all of my drivers and I don't know where to get any Ubuntu compatible ones. Any video at all is jilty and kind of creepy and any audio is very distorted and REALLY creepy. I understand that this is a tiny $150 typing and light web use school device I'm talking about, but I feel really stupid making the poor thing worse than it was before and not knowing what to do about it. Does anyone know how to install graphics/sound drivers? Or, alternatively, does anyone know where I can get a copy of Windows 7 Starter. I can see myself liking this if the problems are fixable, but if not I still have the product key and would be able to tackle the problem by myself with that.

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  • Demystifying "chunked level of detail"

    - by Caius Eugene
    Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important at the moment. I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. 1 : I can't understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh generation, or is there a separate algorithm which does this. 2 : I understand that a Quadtree data structure is used to store the Chunked LOD data, I think i'm missing the point a bit, but Is the quadtree storing vertex and triangles data for each subdivision level? 3a : How is the camera distance usually calculated. When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? or is there a better way of doing this? (raycast maybe?) 3b : Do the chunks calculate the camera distance themselves? 4 : Does each chunk have the same "resolution". for example at top level the mesh will be 32x32, will each subdivided node also be 32x32. Example below:

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  • SQL Azure Roadmap gets a little clearer &ndash; announcements from Tech Ed

    - by Eric Nelson
    On Monday at Tech?Ed 2010 we announced new stuff (I like new stuff) that “showcases our continued commitment to deliver value, flexibility and control of data through data cloud services to our customers”. Ok, that does sound like marketing speak (and it is) but the good news is there is some meat behind it. We have some decent new features coming and we also have some clarity on when we will be able to get our hands on those features. SQL Azure Business Edition Extends to 50 GB – June 28th SQL Azure Business Edition database is now extending from 10GB to 50GB The new 50GB database size will be available worldwide starting June 28th SQL Azure Business Edition Subscription Offer – August 1st Starting August 1st, we will have a new discounted SQL Azure promotional offer (SQL Azure Development Accelerator Core) More information is available at http://www.microsoft.com/windowsazure/offers/. Public Preview of the Data Sync Service  - CTP now Data Sync Service for SQL Azure allows for more flexible control over data by deciding which data components should be distributed across multiple datacenters in different geographic locations, based on your internal policies and business needs.  Available as a community technology preview after registering at http://www.sqlazurelabs.com SQL Server Web Manager for SQL Azure - CTP this Summer SQL Server Web Manager (SSWM) is a lightweight and easy to use database management tool for SQL Azure databases, to be offered this summer. Access 10 Support for SQL Azure – available now Yey – at last! Microsoft Office 2010 will natively support data connectivity to SQL Azure – we can now start developing those “departmental apps” with the confidence of a highly available SQL store provisioned in seconds. NB: I don’t believe we will support any previous versions of Access talking to SQL Azure. The Pre-announced Spatial Data Support to Become Live – Live now* At MIX in March we announced spatial was coming and apparently it is now here - although I need to check. Related Links UK based? Sign up at http://ukazure.ning.com SQL Azure Team Blog http://blogs.msdn.com/b/sqlazure/

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  • libgdx game not disposing

    - by Yesh
    My game does not exit entirely even after calling dispose() method. It loads a black screen when I launch it for the second time and works well if I kill the game manually and restart it. I get an error that says buffer not allocated with newUnsafeByteBuffer or already disposed when I try to dispose off the SpriteBatch object. This is were I suspect the problem to be. But not able to fix it entirely. Please help! Here is how I have built it (I have put the sample code here just to show you guys that there are no visible loop backs in dispose function, please correct me if I'm wrong)- In game screen, public void dispose() { AssetLoader.dispose(); render.dispose(); Gdx.app.exit(); } Under class AssetLoader- public void dispose(){ Texture.dispose(); sound.dispose(); } Under game render class - public void dispose(){ spritebatch.dispose(); //throws an error when I GameScreen.dispose is called font.dispose(); shaperender.dispose(); } I believe that my spritebatch isn't disposing which is causing the black screen but I cannot find a way to dispose it off successfully. Any help would be greatly appreciated.

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  • How to fix E: Internal Error, No file name for libc6

    - by Loren Ramly
    How to fix E: Internal Error, No file name for libc6, Like that will show If I do: $ sudo apt-get upgrade or $ sudo apt-get install package This is example : $ sudo apt-get upgrade Reading package lists... Done Building dependency tree Reading state information... Done The following packages have been kept back: ginn hplip hplip-data libdrm-dev libdrm-intel1 libdrm-nouveau1a libdrm-radeon1 libdrm2 libgrip0 libhpmud0 libkms1 libsane-hpaio libunity-2d-private0 libunity-core-5.0-5 linux-generic-pae linux-headers-generic-pae linux-image-generic-pae printer-driver-hpcups printer-driver-hpijs unity unity-2d-common unity-2d-panel unity-2d-shell unity-2d-spread unity-common unity-services The following packages will be upgraded: alsa-base firefox firefox-globalmenu firefox-gnome-support firefox-locale-en icedtea-6-jre-cacao icedtea-6-jre-jamvm icedtea-7-jre-jamvm libdbus-glib-1-2 libdbus-glib-1-dev libgnutls-dev libgnutls-openssl27 libgnutls26 libgnutlsxx27 libssl-dev libssl-doc libssl1.0.0 linux-sound-base openjdk-6-jre openjdk-6-jre-headless openjdk-6-jre-lib openjdk-7-jdk openjdk-7-jre openjdk-7-jre-headless openjdk-7-jre-lib openssl sudo 27 upgraded, 0 newly installed, 0 to remove and 26 not upgraded. 3 not fully installed or removed. Need to get 0 B/126 MB of archives. After this operation, 3,072 B of additional disk space will be used. Do you want to continue [Y/n]? y E: Internal Error, No file name for libc6 I have follow instruction from here E: Internal Error, No file name for libssl1.0.0 . Which do: sudo apt-get update sudo apt-get clean sudo apt-get install -fy sudo dpkg -i /var/cache/apt/archives/*.deb sudo dpkg --configure -a sudo apt-get install -fy sudo apt-get dist-upgrade But stuck with same error E: Internal Error, No file name for libc6 when do command sudo apt-get install -fy. And I've been looking on google, but have not been successful until now. Thanks.

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  • Intermittent temporary GUI freeze in Ubuntu 11.10

    - by Oscar
    I've been using Ubuntu 11.10 for a month or so. In the last week it's started freezing randomly (every few hours or minutes). I can still move the mouse and switch to other terminals with ctrl+alt. I thought this was purely a gui issue as I could continue entering commands (mouse clicks and keys) which seem to be processed once the system resumes (generally 30 seconds to a few minutes). I'm using gnome and metacity. I can't identify anything in particular that triggers the freezes. Saving a file in LibreOffice causes the system to hang. I tried disabling most of the services I've installed (dropbox, autokey, etc.) but doesn't help. Switching to another terminal and running top, the CPU column is shared equally among all of my processes (i.e. non-root). I have no idea what that signifies. My PC is unusable in this state. 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20 0 0 0 0 S 0 0.0 0:00.00 sync_supers [0;10m[39;49m [0;10m 16 root 20 0 0 0 0 S 0 0.0 0:00.00 bdi-default [0;10m[39;49m [0;10m 17 root 0 -20 0 0 0 S 0 0.0 0:00.00 kintegrityd [0;10m[39;49m [0;10m 18 root 0 -20 0 0 0 S 0 0.0 0:00.00 kblockd [0;10m[39;49m [0;10m 19 root 0 -20 0 0 0 S 0 0.0 0:00.00 ata_sff [0;10m[39;49m [0;10m 20 root 20 0 0 0 0 S 0 0.0 0:00.00 khubd [0;10m[39;49m [0;10m 21 root 0 -20 0 0 0 S 0 0.0 0:00.00 md [0;10m[39;49m [0;10m 22 root 20 0 0 0 0 S 0 0.0 0:00.22 kworker/1:1 [0;10m[39;49m [0;10m 23 root 20 0 0 0 0 S 0 0.0 0:00.00 khungtaskd [0;10m[39;49m [0;10m 24 root 20 0 0 0 0 S 0 0.0 0:00.00 kswapd0 [0;10m[39;49m [0;10m 25 root 25 5 0 0 0 S 0 0.0 0:00.00 ksmd [0;10m[39;49m [0;10m 26 root 39 19 0 0 0 S 0 0.0 0:00.00 khugepaged [0;10m[39;49m [0;10m 27 root 20 0 0 0 0 S 0 0.0 0:00.00 fsnotify_mark [0;10m[39;49m [0;10m 28 root 20 0 0 0 0 S 0 0.0 0:00.00 ecryptfs-kthrea [0;10m[39;49m [0;10m 29 root 0 -20 0 0 0 S 0 0.0 0:00.00 crypto [0;10m[39;49m [0;10m 37 root 0 -20 0 0 0 S 0 0.0 0:00.00 kthrotld [0;10m[39;49m [0;10m 38 root 20 0 0 0 0 S 0 0.0 0:00.00 scsi_eh_0 [0;10m[39;49m [0;10m 39 root 20 0 0 0 0 S 0 0.0 0:00.00 scsi_eh_1 [0;10m[39;49m [0;10m 40 root 20 0 0 0 0 S 0 0.0 0:00.00 kworker/u:2 [0;10m[39;49m [0;10m 41 root 20 0 0 0 0 S 0 0.0 0:00.00 scsi_eh_2 [0;10m[39;49m [0;10m 42 root 20 0 0 0 0 S 0 0.0 0:00.00 scsi_eh_3 [0;10m[39;49m [0;10m 43 root 20 0 0 0 0 S 0 0.0 0:00.00 kworker/u:3 [0;10m[39;49m [0;10m 44 root 20 0 0 0 0 S 0 0.0 0:00.00 kworker/u:4 [0;10m[39;49m [0;10m 45 root 20 0 0 0 0 S 0 0.0 0:00.00 kworker/u:5 [0;10m[39;49m[6;1H[K Sorry about the horrible formatting. Thanks for any suggestions... Edit: I notice that my virtual computer (win7 64 on virtualbox) continues to respond most of the time during these 'freezes' Edit2: I suspect this is something to do with UI priority being too low... but I don't know enough about linux to know how to address that.

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • How to manage a developer who has poor communication skills

    - by djcredo
    I manage a small team of developers on an application which is in the mid-point of its lifecycle, within a big firm. This unfortunately means there is commonly a 30/70 split of Programming tasks to "other technical work". This work includes: Working with DBA / Unix / Network / Loadbalancer teams on various tasks Placing & managing orders for hardware or infrastructure in different regions Running tests that have not yet been migrated to CI Analysis Support / Investigation Its fair to say that the Developers would all prefer to be coding, rather than doing these more mundane tasks, so I try to hand out the fun programming jobs evenly amongst the team. Most of the team was hired because, though they may not have the elite programming skills to write their own compiler / game engine / high-frequency trading system etc., they are good communicators who "can get stuff done", work with other teams, and somewhat navigate the complex beaurocracy here. They are good developers, but they are also good all-round technical staff. However, one member of the team probably has above-average coding skills, but below-average communication skills. Traditionally, the previous Development Manager tended to give him the Programming tasks and not the more mundane tasks listed above. However, I don't feel that this is fair to the rest of the team, who have shown an aptitute for developing a well-rounded skillset that is commonly required in a big-business IT department. What should I do in this situation? If I continue to give him more programming work, I know that it will be done faster (and conversly, I would expect him to complete the other work slower). But it goes against my principles, and promotes the idea that you can carve out a "comfortable niche" for yourself simply by being bad at the tasks you don't like.

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • CPU Wars Is a Trump-Style Card Game Driven by Chip Stats

    - by Jason Fitzpatrick
    If you’re looking for the geekiest card game around, you’d be hard pressed to beat CPU Wars–a top-trumps card game built around CPU specs. From the game’s designers: CPU Wars is a trump card game built by geeks for geeks. For Volume 1.0 we chose 30 CPUs that we believe had the greatest impact on the desktop history. The game is ideally played by 2 or 3 people. The deck is split between the players and then each player takes a turn and picks a category that they think has the best value. We have chosen the most important specs that could be numerically represented, such as maximum speed achieved and maximum number of transistors. It’s lots of fun, it has a bit of strategy and can be played during a break or over a coffee. If you’re interested, you can pick up a copy for £7.99 (roughly $12.50 USD). Hit up the link below for more information. How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More 47 Keyboard Shortcuts That Work in All Web Browsers How To Hide Passwords in an Encrypted Drive Even the FBI Can’t Get Into

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  • cygwin GNU make .net program piping inconsistent behavior

    - by Codism
    This question may sound like a superuser question but I feel there is something related to programming. Anyway, my computer had a fresh installation of Win 7 64 and cygwin recently. Now I observed some problem with pipe handling in gnu make file. The following is the Makefile I use to reproduce the issue: all: fsutil | cat my-dotnet-console.exe | cat The problem is: for the first command line, the piping works every time but for the second command line, the piping barely works - I got no result for the second command for most cases, regardless of the environment (cmd or bash) in which the make file is invoked. However, if I copy paste the second command line into cmd (or bash), the pipe works every time. The following is my .net program: static void Main(string[] args) { Console.WriteLine(new string('a', 40)); Console.Out.Flush(); } The make version is 3.82.90 but the same problem was observed in a previous version (because of the windows path handling problem in 3.82.9, I replaced make.exe with a previous version). I don't know the exact cygwin version I have installed but the current version on cygwin.com is 1.7.11-1. Currently, my work around is to redirect the output to a temporary file but it would be great if I can avoid the temporary file. Thanks

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  • Hill International Wins Oracle Eco-Enterprise Innovation Award

    - by Evelyn Neumayr
    In my last blog entry, I discussed Oracle’s Eco-Enterprise Innovation Award, part of the Oracle Excellence awards. Nominations for this year’s awards are due July 17. These awards are presented to organizations that use Oracle products to reduce their environmental footprint while improving their operational efficiency. One of last year’s winners was Hill International. Engineering News-Record magazine recently ranked Hill as the eighth-largest construction management firm in the United States. Hill International was able to streamline its forecasting and improve its visibility into its construction projects’ productivity and profitability using Oracle Primavera. They also implemented Oracle Hyperion Financial Management to standardize its financial reporting and forecasting processes and support its decision-making. With Oracle, Hill gained visibility into the true productivity of each project and cut its financial reporting cycle time from two weeks to one. The company also used the data generated to support new construction project proposals and determine the profitability of potential projects. Hill International realized significant cost savings and reduced its environmental impact on its US$400 million Comcast Center construction project in Philadelphia by centralizing its data storage, reducing paper usage, and maximizing project efficiency. It also leveraged the increased visibility offered by the Oracle solutions to make more environmentally-sound business decisions regarding on-site demolition, re-use of previous structures, green design of new facilities, procurement, and materials usage. See more about Hill International and the other Eco-Enterprise Innovation award winners here.  

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  • General questions regarding open-source licensing

    - by ndg
    I'm looking to release an open-source iOS software project but I'm very new to the licensing side of the things. While I'm aware that the majority of answers here will not lawyers, I'd appreciate it if anyone could steer me in the right direction. With the exception of the following requirements I'm happy for developers to largely do whatever they want with the projects source code. I'm not interested in any copyleft licensing schemes, and while I'd like to encourage attribution in derivative works it is not required. As such, my requirements are as follows: Original source can be distributed and re-distributed (verbatim) both commercially and non-commercially as long as the original copyright information, website link and license is maintained. I wish to retain rights to any of the multi-media distributed as part of the project (sound effects, graphics, logo marks, etc). Such assets will be included to allow other developers to easily execute the project, but cannot be re-distributed in any manner. I wish to retain rights to the applications name and branding. Futher to selecting an applicable license, I have the following questions: The project makes use of a number of third-party libraries (all licensed under variants of the MIT license). I've included individual licenses within the source (and application) and believe I've met all requirements expressed in these licenses, but is there anything else that needs to be done before distributing them as part of my open-source project? Also included in my project is a single proprietary, close-sourced library that's used to power a small part of the application. I'm obviously unable to include this in the source release, but what's the best way of handling this? Should I simply weak-link the project and exclude it entirely from the Git project?

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  • Data binding in web UI frameworks, what's the deal?

    - by c-smile
    I believe that most of modern Web frameworks that pretend to be MVC ones also has a notion of data binding in one form or another. Examples: AngularJS, EmberJS, KnockoutJS, etc. I am assuming that "data binding" is a declarative definition (oxymoron, no?) of live link between data (a.k.a. model) and its representation (a.k.a. view). With some transformers in between (a.k.a. controllers). I understand why declarativeness is kind of appealing but also understand that as usual it comes with the price. In particular: 1. Live binding is quite heavy, either with dirty watch (high CPU consumption) or with Object.observe() (high memory consumption with high CPU load in some scenarios). 2. There is a "frame" part in the framework word, means there are some boundaries/limits that can be hard to overcome if you need slightly more than it was designed for. Quite usual time split: 90% of features are made in 10% of project time. But 10% rest take 90% of project time. I suspect (a.k.a. educated guess) that those MVC things are not helping to implement more functionality in less time... If so their usage motivation is not quite clear. As an example: last week wanted to find virtual list idea/solution. Found one in vanilla JavaScript that is 120 LOC. Implementation of the same but in AngualrJS is about 420 LOC. Most of the code there seems like a fight with the framework itself... So is my question: what benefits that MVC stuff or data binding give us? Is it just a buzzword popular among project managers or they give us something useful. If later one then what exactly?

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  • Math questions at a programmer interview?

    - by anon
    So I went to an interview at Samsung here in Dallas, Texas. The way the recruiter described the job, he didn't make it sound like it was too math-oriented. The job basically involved graphics programming and C++. Yes, math is implied in graphics programming, especially shaders, but I still wasn't expecting this... The whole interview lasted about an hour and a half and they asked me nothing but math-related questions. They didn't ask me a single programming question, which I found odd. About all they did was ask me how to write certain math routines as a C++ function, but that's about it. What about programming philosophy questions? Design patterns? Code-correctness? Constness? Exception safety? Thread safety? There are a zillion topics that they could have covered. But they didn't. The main concern I have is that they didn't ask any programming questions. This basically implies to me that any programmer who is good at math can get a job here, but they might put out terrible code. Of course, I think I bombed the interview because I haven't used any sort of linear algebra in about a year and I forget math easily if I haven't used it in practice for a while. Are any of my other fellow programmers out there this way? I'm a game programmer too, so this seems especially odd. The more I learn, the more old knowledge that gets "popped" out of my "stack" (memory). My question is: Does this interview seem suspicious? Is this a typical interview that large corporations have? During the interview they told me that Google's interview process is similar. They have multiple, consecutive interviews where the math problems get more advanced.

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • Satellite now think for themselves, Skynet becomes self-aware

    - by iamjames
    From the movies-become-reality department comes this little gem: New control system will allow satellites to 'think for themselves' "...engineers from the University of Southampton have developed what they say is the world’s first control system for programing satellites to think for themselves. It’s a cognitive software agent called sysbrain, and it allows satellites to read English-language technical documents, which in turn instruct the satellites on how to do things such as autonomously identifying and avoiding obstacles." Gee, why does this sound so incredibly familiar?  Skynet (Terminator) "In the Terminator storyline, Skynet was originally installed into the U.S. military mainframe to control the national arsenal on August 4, 1997. On August 29 it gained self-awareness[1] and the panicking operators, realizing the extent of its abilities, attempted to shut it down. Skynet perceived the attempt to deactivate it as an attack and came to the conclusion that all of humanity would attempt to destroy it. To defend itself, it determined that humanity should be exterminated." Alright so it's not in control of the national arsenal, but it's only a matter of time before one of these satellites read Snooki's book and convinces a military satellite that we need to be exterminated.

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  • Should GeeksWithBlogs move to the Wordpress Platform?

    - by Martin Hinshelwood
    Geekswithblogs was my first ever blog and my first post was on 22nd June 2006. Since then very little functionality has been added. This is not a complaint, but rather an observation that it is very hard to keep up with all of the blogging capabilities that people want. My point would be: “Why bother!” Vote now for a migration of the awesome Geekswithblogs content from SubText to Wordpress. Having been a long time user of GWB I have been worried of late by my envy of other blogging platforms. I made a number of requests around 10 months ago for things that almost all blogging platforms provide, but which are not available on GWB. Support other comment frameworks – The current comment system is so antiquated that it does not even have the common filters like Facebook, twitter or Google login to help prevent spam. Tags are not listed in the RSS – This can prevent you from getting the Google juice that you deserve 301 redirects to a single URL– If you use a custom URL then all your posts are split between both the GWB URL and the custom one. This is VERY bas for SEO. I realise that it is difficult to find time to add all of the features that all the uber geeks on this site want, so why bother… lets move to the most popular and moded platform available and allow everyone to add whatever widgets they like. Figure: Vote for Geekswithblogs moving to Wordpress Why would I want this? There are over 13k plugins available Easy augmentation model Full mobile support Regular releases lots more… This could be a turning point in the legendary history of Geeks With Blogs, be part of it… What can I do to make this happen? I need your help to make this happen: Vote for it Discuss it

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  • How can I re-enable the typing break in 11.10?

    - by Hamish Downer
    I've just upgraded to beta 2 of Oneiric/11.10 and the typing break has gone. I've gone into the system settings and looked in "Keyboard Layout" and "Keyboard" and can't find anything. Has it just been dropped? Is there some hidden way to re-enable it? Update: Thought I'd write an update based on some stuff that has happened since this question (and the two answers) were written. Workrave has now been re-instated in oneiric-backports and for 12.04 (how to enable backports). It works fine, though if you want to put it in your systray then you need to allow it in there. The easy/lazy command line way to allow workrave into the notification area is to do something like: gsettings set com.canonical.Unity.Panel systray-whitelist "['all']" But read this question if you want a more detailed explanation about what you're doing here. Meanwhile the Gnome typing break has been split out into an app called DrWright, however it has not (at time of writing) been packaged for 11.10 (or later). And as mentioned in the other answer, another option is RSIBreak. It is a KDE app but works fine in Unity.

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