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  • Vector math, finding coördinates on a planar between 2 vectors

    - by Will Kru
    I am trying to generate a 3d tube along a spline. I have the coördinates of the spline (x1,y1,z1 - x2,y2,z2 - etc) which you can see in the illustration in yellow. At those points I need to generate circles, whose vertices are to be connected at a later stadium. The circles need to be perpendicular to the 'corners' of two line segments of the spline to form a correct tube. Note that the segments are kept low for illustration purpose. [apparently I'm not allowed to post images so please view the image at this link] http://img191.imageshack.us/img191/6863/18720019.jpg I am as far as being able to calculate the vertices of each ring at each point of the spline, but they are all on the same planar ie same angled. I need them to be rotated according to their 'legs' (which A & B are to C for instance). I've been thinking this over and thought of the following: two line segments can be seen as 2 vectors (in illustration A & B) the corner (in illustraton C) is where a ring of vertices need to be calculated I need to find the planar on which all of the vertices will reside I then can use this planar (=vector?) to calculate new vectors from the center point, which is C and find their x,y,z using radius * sin and cos However, I'm really confused on the math part of this. I read about the dot product but that returns a scalar which I don't know how to apply in this case. Can someone point me into the right direction? [edit] To give a bit more info on the situation: I need to construct a buffer of floats, which -in groups of 3- describe vertex positions and will be connected by OpenGL ES, given another buffer with indices to form polygons. To give shape to the tube, I first created an array of floats, which -in groups of 3- describe control points in 3d space. Then along with a variable for segment density, I pass these control points to a function that uses these control points to create a CatmullRom spline and returns this in the form of another array of floats which -again in groups of 3- describe vertices of the catmull rom spline. On each of these vertices, I want to create a ring of vertices which also can differ in density (amount of smoothness / vertices per ring). All former vertices (control points and those that describe the catmull rom spline) are discarded. Only the vertices that form the tube rings will be passed to OpenGL, which in turn will connect those to form the final tube. I am as far as being able to create the catmullrom spline, and create rings at the position of its vertices, however, they are all on a planars that are in the same angle, instead of following the splines path. [/edit] Thanks!

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  • OSX/Darwin unresolved symbols when linking functions from <math.h>

    - by tbone
    I'm in the process of porting a large'ish (~1M LOC) project from a Window/Visual Studio environment to other platforms, the first of which happens to be Mac OS X. Originally the project was configured as Visual Studio solutions and projects, but now I'm using (the excellent) Premake (http://industriousone.com/premake) to generate project files for multiple platforms (VS, XCode, GMake). I configured, ported and built the first few projects without any significant problems, but having ported the math lib, I ran into this weird linking error that I haven't been able to resolve: Any functions used from math.h will fail to link (causing unresolved symbols). For reference, I'm using Premake v4.2.1 to generate projects for XCode v3.2.1, which is building using gcc v4.2 for the x86_64 architecture. (All this on 64-bit Snow Leopard) I've tried to persuade gcc to link and build everything against a 'known' SDK by adding -isysroot /Developer/SDKs/MacOSX10.6.sdk -mmacosx-version-min=10.6 to the build command line. Now under normal circumstances, adding -lm should take care of this, however in Darwin, those math libs are included in libSystem, which, as far as I can tell, gets implicitly linked by gcc/ld. I've tried creating a dummy project from within XCode which just runs: float f = log2(2.0)+log2f(3.f)+log1p(1.1)+log1pf(1.2f)+sin(8.0); std::cout << f << std::endl; and as expected, this builds just fine. However, if I put the same thing in the code inside the Premake generated project, all those math functions end up unresolved. Now comparing the linking command from the 'native' XCode project with my generated XCode project, they seem pretty identical (except that my generated project links other libs as well). 'Native' project: /Developer/usr/bin/g++-4.2 -arch x86_64 -dynamiclib -isysroot /Developer/SDKs/MacOSX10.6.sdk -Lsomepath -Fsomepath -filelist somefile -install_name somename -mmacosx-version-min=10.6 -single_module -compatibility_version 1 -current_version 1 -o somename Generated project: /Developer/usr/bin/g++-4.2 -arch x86_64 -dynamiclib -Lsomepath -Fsomepath -filelist somefile -install_name somename -isysroot /Developer/SDKs/MacOSX10.6.sdk -mmacosx-version-min=10.6 somelib.a somelib2.a somelib.dylib somelib2.dylib -single_module -compatibility_version 1 -current_version 1 -o somename Any help or hints about how to proceed would be most appreciated. Are there any gcc flags or other tools that can help me resolve this?

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  • Fixed point math in c#?

    - by x4000
    Hi there, I was wondering if anyone here knows of any good resources for fixed point math in c#? I've seen things like this (http://2ddev.72dpiarmy.com/viewtopic.php?id=156) and this (http://stackoverflow.com/questions/79677/whats-the-best-way-to-do-fixed-point-math), and a number of discussions about whether decimal is really fixed point or actually floating point (update: responders have confirmed that it's definitely floating point), but I haven't seen a solid C# library for things like calculating cosine and sine. My needs are simple -- I need the basic operators, plus cosine, sine, arctan2, PI... I think that's about it. Maybe sqrt. I'm programming a 2D RTS game, which I have largely working, but the unit movement when using floating-point math (doubles) has very small inaccuracies over time (10-30 minutes) across multiple machines, leading to desyncs. This is presently only between a 32 bit OS and a 64 bit OS, all the 32 bit machines seem to stay in sync without issue, which is what makes me think this is a floating point issue. I was aware from this as a possible issue from the outset, and so have limited my use of non-integer position math as much as possible, but for smooth diagonal movement at varying speeds I'm calculating the angle between points in radians, then getting the x and y components of movement with sin and cos. That's the main issue. I'm also doing some calculations for line segment intersections, line-circle intersections, circle-rect intersections, etc, that also probably need to move from floating-point to fixed-point to avoid cross-machine issues. If there's something open source in Java or VB or another comparable language, I could probably convert the code for my uses. The main priority for me is accuracy, although I'd like as little speed loss over present performance as possible. This whole fixed point math thing is very new to me, and I'm surprised by how little practical information on it there is on google -- most stuff seems to be either theory or dense C++ header files. Anything you could do to point me in the right direction is much appreciated; if I can get this working, I plan to open-source the math functions I put together so that there will be a resource for other C# programmers out there. UPDATE: I could definitely make a cosine/sine lookup table work for my purposes, but I don't think that would work for arctan2, since I'd need to generate a table with about 64,000x64,000 entries (yikes). If you know any programmatic explanations of efficient ways to calculate things like arctan2, that would be awesome. My math background is all right, but the advanced formulas and traditional math notation are very difficult for me to translate into code.

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  • Turtle Graphics as a Haskell Monad

    - by iliis
    I'm trying to implement turtle graphis in Haskell. The goal is to be able to write a function like this: draw_something = do fordward 100 right 90 forward 100 ... and then have it produce a list of points (maybe with additional properties): > draw_something (0,0) 0 -- start at (0,0) facing east (0 degrees) [(0,0), (0,100), (-100,100), ...] I have all this working in a 'normal' way, but I fail to implement it as a Haskell Monad and use the do-notation. The basic code: data State a = State (a, a) a -- (x,y), angle deriving (Show, Eq) initstate :: State Float initstate = State (0.0,0.0) 0.0 -- constrain angles to 0 to 2*pi fmod :: Float -> Float fmod a | a >= 2*pi = fmod (a-2*pi) | a < 0 = fmod (a+2*pi) | otherwise = a forward :: Float -> State Float -> [State Float] forward d (State (x,y) angle) = [State (x + d * (sin angle), y + d * (cos angle)) angle] right :: Float -> State Float -> [State Float] right d (State pos angle) = [State pos (fmod (angle+d))] bind :: [State a] -> (State a -> [State a]) -> [State a] bind xs f = xs ++ (f (head $ reverse xs)) ret :: State a -> [State a] ret x = [x] With this I can now write > [initstate] `bind` (forward 100) `bind` (right (pi/2)) `bind` (forward 100) [State (0.0,0.0) 0.0,State (0.0,100.0) 0.0,State (0.0,100.0) 1.5707964,State (100.0,99.99999) 1.5707964] And get the expected result. However I fail to implement this as an instance of Monad. instance Monad [State] where ... results in `State' is not applied to enough type arguments Expected kind `*', but `State' has kind `* -> *' In the instance declaration for `Monad [State]' And if I wrap the list in a new object data StateList a = StateList [State a] instance Monad StateList where return x = StateList [x] I get Couldn't match type `a' with `State a' `a' is a rigid type variable bound by the type signature for return :: a -> StateList a at logo.hs:38:9 In the expression: x In the first argument of `StateList', namely `[x]' In the expression: StateList [x] I tried various other versions but I never got it to run as I'd like to. What am I doing wrong? What do I understand incorrectly?

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  • JavaScript accessing form elements using document.forms[].elements[]

    - by thecoshman
    var loc_name = document.forms['create_<?php echo(htmlspecialchars($window_ID)); ?>'].elements['location_name']; alert(loc_name); This just gives me the message 'undefined' where as... var loc_name = document.forms['create_<?php echo(htmlspecialchars($window_ID)); ?>']; alert(loc_name); Gives me the object form business. Have I just got this all wrong? What is the 'proper' way to access this form element. The form element has the correct name and it has an id, the id is similar but not the same. ** HTML - as reuqested ** <form action="javascript:void(0)" name="create_<?php echo(htmlspecialchars($window_ID)); ?>" method="GET" onsubmit="return false"> <td> <input type="text" id="location_name_<?php echo($window_ID); ?>" name="location_name" value="Enter a name" onfocus="if(this.value == 'Enter a name'){this.value = ''}" onblur="if(this.value == ''){ this.value = 'Enter a name' }" /> </td> <td colspan="2"> <input type="button" name="create_location" value="Create" onclick="var pre_row_was = $('#pre_form_row_<?php echo($window_ID); ?>').innerHTML; $('#pre_form_row_<?php echo($window_ID); ?>').innerHTML = '<td colspan=\'3\'>Validating...</td>'; var loc_name = document.forms['create_<?php echo(htmlspecialchars($window_ID)); ?>'].elements['location_name']; alert(loc_name); if(loc_name.value == '') { alert('You can\'t leave the room name blank'); loc_name.focus(); loc_name.value = 'Enter a name'; $('#pre_form_row_<?php echo($window_ID); ?>').innerHTML = pre_row_was; return false; } if(loc_name.value == 'Enter a name') { alert('You must enter a room name first'); loc_name.focus(); $('#pre_form_row_<?php echo($window_ID); ?>').innerHTML = pre_row_was; return false; } $('#pre_form_row_<?php echo($window_ID); ?>').innerHTML = pre_row_was; Window_manager.new_window().load_xml('location/create.php?location_name=' + loc_name.value).display();" /> </td> </form> ugly as sin that is...

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  • Collision point of 2 curves in a 3d-room

    - by Frank
    Hello, i am programming a small game for quite some time. We started coding a small FPS-Shooter inside of a project at school to get a bit experience using directX. I dont know why, but i couldnt stop the project and started programming at home aswell. At the moment i am trying to create some small AI. Of cause thats definatlly not easy, but thats my personal goal anyways. The topic could prolly fill multiple books hehe. I've got the walking part of my bots done so far. They walk along a scriped path. I am not working on the "aiming" of the bots. While programming that i hit on some math problem i couldnt solve yet. I hope of your input on this to help me get further. Concepts, ideas and everything else are highly appreciated. Problem: Calculate the position (D3DXVECTOR3) where the curve of the projectile (depends on gravity, speed), hit the curved of the enemys walking path (depends on speed). We assume that the enemy walks in a constant line. Known variables: float projectilSpeed = 2000 m/s //speed of the projectile per second float gravitation = 9.81 m/s^2 //of cause the gravity lol D3DXVECTOR3 targetPosition //position of the target stored in a vector (x,y,z) D3DXVECTOR3 projectilePosition //position of the projectile D3DXVECTOR3 targetSpeed //stores the change of the targets position in the last second Variabledefinition ProjectilePosition at time of collision = ProjectilePos_t TargetPosition at time of collision = TargetPos_t ProjectilePosition at time 0, now = ProjectilePos_0 TargetPosition at time 0, now = TargetPos_0 Time to impact = t Aim-angle = theta My try: Found a formular to calculate "drop" (Drop of the projectile based on the gravity) on Wikipedia: float drop = 0.5f * gravity * t * t The speed of the projectile has a horizontal and a vertical part.. Found a formular for that on wikipedia aswell: ProjectilVelocity.x = projectilSpeed * cos(theta) ProjectilVelocity.y = projectilSpeed * sin(theta) So i would assume this is true for the projectile curve: ProjectilePos_t.x = ProjectilePos_0.x + ProjectileSpeed * t ProjectilePos_t.y = ProjectilePos_0.y + ProjectileSpeed * t + 0.5f * gravity * t * t ProjectilePos_t.z = ProjectilePos_0.z + ProjectileSpeed * t The target walk with a constant speed, so we can determine his curve by this: TargetPos_t = TargetPos_0 + TargetSpeed * D3DXVECTOR3(t, t, t) Now i dont know how to continue. I have to solve it somehow to get a hold on the time to impact somehow. As a basic formular i could use: float time = distanz / projectileSpeed But that wouldnt be truly correct as it would assume a linear "Trajectory". We just find this behaivor when using a rocket. I hope i was able to explain the problem as much as possible. If there are questions left, feel free to ask me! Greets from germany, Frank

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  • Moving a unit precisely along a path in x,y coordinates

    - by Adam Eberbach
    I am playing around with a strategy game where squads move around a map. Each turn a certain amount of movement is allocated to a squad and if the squad has a destination the points are applied each turn until the destination is reached. Actual distance is used so if a squad moves one position in the x or y direction it uses one point, but moving diagonally takes ~1.4 points. The squad maintains actual position as float which is then rounded to allow drawing the position on the map. The path is described by touching the squad and dragging to the end position then lifting the pen or finger. (I'm doing this on an iPhone now but Android/Qt/Windows Mobile would work the same) As the pointer moves x, y points are recorded so that the squad gains a list of intermediate destinations on the way to the final destination. I'm finding that the destinations are not evenly spaced but can be further apart depending on the speed of the pointer movement. Following the path is important because obstacles or terrain matter in this game. I'm not trying to remake Flight Control but that's a similar mechanic. Here's what I've been doing, but it just seems too complicated (pseudocode): getDestination() { - self.nextDestination = remove_from_array(destinations) - self.gradient = delta y to destination / delta x to destination - self.angle = atan(self.gradient) - self.cosAngle = cos(self.angle) - self.sinAngle = sin(self.angle) } move() { - get movement allocation for this turn - if self.nextDestination not valid - - getNextDestination() - while(nextDestination valid) && (movement allocation remains) { - - find xStep and yStep using movement allocation and sinAngle/cosAngle calculated for current self.nextDestination - - if current position + xStep crosses the destination - - - find x movement remaining after self.nextDestination reached - - - calculate remaining direct path movement allocation (xStep remaining / cosAngle) - - - make self.position equal to self.nextDestination - - else - - - apply xStep and yStep to current position - } - round squad's float coordinates to integer screen coordinates - draw squad image on map } That's simplified of course, stuff like sign needs to be tweaked to ensure movement is in the right direction. If trig is the best way to do it then lookup tables can be used or maybe it doesn't matter on modern devices like it used to. Suggestions for a better way to do it? an update - iPhone has zero issues with trig and tracking tens of positions and tracks implemented as described above and it draws in floats anyway. The Bresenham method is more efficient, trig is more precise. If I was to use integer Bresenham I would want to multiply by ten or so to maintain a little more positional accuracy to benefit collisions/terrain detection.

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  • Switch between speakerphone and headset on Android

    - by user210504
    Hi! I wish to know if there is a way, using which we can switch between the speaker and headset dynamically in an android application. I am using this sample code, I found online for my experiments final float frequency = 440; float increment = (float)(2*Math.PI) * frequency / 44100; // angular increment for each sample float angle = 0; AndroidAudioDevice device = new AndroidAudioDevice( ); AudioManager am = (AudioManager)getSystemService(AUDIO_SERVICE); am.setMode(AudioManager.MODE_IN_CALL); float samples[] = new float[1024]; int count = 0; while( count < 10 ) { count++; for( int i = 0; i < samples.length; i++ ) { samples[i] = (float)Math.sin( angle ) ; angle += increment; } device.writeSamples( samples ); } device.stop(); am.setMode(AudioManager.MODE_NORMAL); ---- next class public class AndroidAudioDevice { AudioTrack track; short[] buffer = new short[1024]; public AndroidAudioDevice( ) { int minSize =AudioTrack.getMinBufferSize( 44100, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT ); track = new AudioTrack( AudioManager.STREAM_VOICE_CALL, 44100, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT, minSize, AudioTrack.MODE_STREAM); track.play(); } public void writeSamples(float[] samples) { fillBuffer( samples ); track.write( buffer, 0, samples.length ); } private void fillBuffer( float[] samples ) { if( buffer.length < samples.length ) buffer = new short[samples.length]; for( int i = 0; i < samples.length; i++ ) buffer[i] = (short)(samples[i] * Short.MAX_VALUE);; } public void stop() { track.stop(); } } As per my understanding this should play audio on headset, because we have not enabled the speaker phone. However, the audio is playing on the speaker phone. 1 Am I doing something wrong here? 2 What would be a way to switch between internal speaker and speaker phone dynamically for same code peice Any help will be appreciated.

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  • OpenGL Coordinate system confusion

    - by user146780
    Maybe I set up GLUT wrong. Basically I want verticies to be reletive to their size in pixels. Ex:right now if I create a hexagon, it hakes up the whole screen even though the units are 6. #include <iostream> #include <stdlib.h> //Needed for "exit" function #include <cmath> //Include OpenGL header files, so that we can use OpenGL #ifdef __APPLE__ #include <OpenGL/OpenGL.h> #include <GLUT/glut.h> #else #include <GL/glut.h> #endif using namespace std; //Called when a key is pressed void handleKeypress(unsigned char key, //The key that was pressed int x, int y) { //The current mouse coordinates switch (key) { case 27: //Escape key exit(0); //Exit the program } } //Initializes 3D rendering void initRendering() { //Makes 3D drawing work when something is in front of something else glEnable(GL_DEPTH_TEST); } //Called when the window is resized void handleResize(int w, int h) { //Tell OpenGL how to convert from coordinates to pixel values glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective //Set the camera perspective glLoadIdentity(); //Reset the camera gluPerspective(45.0, //The camera angle (double)w / (double)h, //The width-to-height ratio 1.0, //The near z clipping coordinate 200.0); //The far z clipping coordinate } //Draws the 3D scene void drawScene() { //Clear information from last draw glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //Reset the drawing perspective glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glBegin(GL_POLYGON); //Begin quadrilateral coordinates //Trapezoid glColor3f(255,0,0); for(int i = 0; i < 6; ++i) { glVertex2d(sin(i/6.0*2* 3.1415), cos(i/6.0*2* 3.1415)); } glEnd(); //End quadrilateral coordinates glutSwapBuffers(); //Send the 3D scene to the screen } int main(int argc, char** argv) { //Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize(400, 400); //Set the window size //Create the window glutCreateWindow("Basic Shapes - videotutorialsrock.com"); initRendering(); //Initialize rendering //Set handler functions for drawing, keypresses, and window resizes glutDisplayFunc(drawScene); glutKeyboardFunc(handleKeypress); glutReshapeFunc(handleResize); glutMainLoop(); //Start the main loop. glutMainLoop doesn't return. return 0; //This line is never reached } How can I make it so that a polygon of 0,0 10,0 10,10 0,10 defines a polygon starting at the top left of the screen and is a width and height of 10 pixels? Thanks

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  • Avoiding explicit recursion in Haskell

    - by Travis Brown
    The following simple function applies a given monadic function iteratively until it hits a Nothing, at which point it returns the last non-Nothing value. It does what I need, and I understand how it works. lastJustM :: (Monad m) => (a -> m (Maybe a)) -> a -> m a lastJustM g x = g x >>= maybe (return x) (lastJustM g) As part of my self-education in Haskell I'm trying to avoid explicit recursion (or at least understand how to) whenever I can. It seems like there should be a simple non-explicitly recursive solution in this case, but I'm having trouble figuring it out. I don't want something like a monadic version of takeWhile, since it could be expensive to collect all the pre-Nothing values, and I don't care about them anyway. I checked Hoogle for the signature and nothing shows up. The m (Maybe a) bit makes me think a monad transformer might be useful here, but I don't really have the intuitions I'd need to come up with the details (yet). It's probably either embarrassingly easy to do this or embarrassingly easy to see why it can't or shouldn't be done, but this wouldn't be the first time I've used self-embarrassment as a pedagogical strategy. Background: Here's a simplified working example for context: suppose we're interested in random walks in the unit square, but we only care about points of exit. We have the following step function: randomStep :: (Floating a, Ord a, Random a) => a -> (a, a) -> State StdGen (Maybe (a, a)) randomStep s (x, y) = do (a, gen') <- randomR (0, 2 * pi) <$> get put gen' let (x', y') = (x + s * cos a, y + s * sin a) if x' < 0 || x' > 1 || y' < 0 || y' > 1 then return Nothing else return $ Just (x', y') Something like evalState (lastJustM (randomStep 0.01) (0.5, 0.5)) <$> newStdGen will give us a new data point.

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  • how to avoid clutch billiard balls?

    - by Nait87
    I'm working on the simple behaviour of billiard balls in a collision with each other. All works normal, but there was a problem when facing a few easy balls is the effect of coupling balls and they're cool with each other. Tell me how to prevent this. bool MGBilliard::CollisingBall(CCPoint curr_point, CCPoint next_point) { float dx = next_point.x - (curr_point.x + dvdt.x); float dy = next_point.y - (curr_point.y - dvdt.y); float d = dx*dx+dy*dy; return d <= BALL_RADIUS * BALL_RADIUS; } double MGBilliard::angleCollisionBalls(Ball* current, Ball* next) { double na; double dx = fabs(next->location.x - current->location.x); double dy = fabs(next->location.y - current->location.y); na = atan(fabs(dy/dx)); if(atan(fabs(current->location.y/current->location.x)) < atan(fabs(next->location.y/next->location.x))) na = current->angle - na; else if(atan(fabs(current->location.y/current->location.x)) > atan(fabs(next->location.y/next->location.x))) na = current->angle + na; return na; } for(unsigned int i = 0;i<BALL_COUNT;++i) { if(vBalls[i]->speed > 0){ vBalls[i]->speed += vBalls[i]->acceleration; float dsdt = vBalls[i]->speed*dt; dvdt.x = dsdt*cos(vBalls[i]->angle); dvdt.y = dsdt*sin(vBalls[i]->angle); vBalls[i]->location.x += dvdt.x; vBalls[i]->location.y += dvdt.y; for(unsigned int j = 1; j < BALL_COUNT; ++j) { if(i == j) continue; if(CollisingBall(vBalls[i]->spriteBall->getPosition(),vBalls[j]->spriteBall->getPosition())) { vBalls[j]->speed = 600; double angle; angle = angleCollisionBalls(vBalls[i],vBalls[j]); vBalls[i]->angle = (float)-angle; vBalls[j]->angle = (float)angle; } } } }

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  • Twisted + SQLAlchemy and the best way to do it.

    - by Khorkrak
    So I'm writing yet another Twisted based daemon. It'll have an xmlrpc interface as usual so I can easily communicate with it and have other processes interchange data with it as needed. This daemon needs to access a database. We've been using SQL Alchemy in place of hard coding SQL strings for our latest projects - those mostly done for web apps in Pylons. We'd like to do the same for this app and re-use library code that makes use of SQL Alchemy. So what to do? Well of course since that library was written for use in a Pylons app it's all the straight-forward blocking style code that everyone is accustomed to and all of the non-blocking is magically handled by Pylons via threading, thread locals, scoped sessions and so on. So now for Twisted I guess I'm a bit stuck. I could: Just write the sql I need directly if it's minimal and use the dbapi pool in twisted to do runInteractions etc when I need to hit the db. Use the objects and inherently blocking methods in our library and block now and then in my Twisted daemon. Bah. Use sAsync which was last updated in 2008 and kind of reuse the models we have defined already but not really and it does address code that needs to work in Pylons either. Does that even work with the latest version SQL Alchemy? Who knows. That project looked great though - why was it apparently abandoned? Spawn a separate subprocess and have it deal with the library code and all it's blocking, the results being returned back to my daemon when ready as objects marshalled via YAML over xmlrpc. Use deferToThread and then expunge the objects returned having made sure to do eager loads so that I have all my stuff that I might need. Seems kind of ugha to me. I'm also stuck using Python 2.5.4 atm so no 2.6 yet and I don't think I can just do an import from future to get access to the cool new multiprocessing module stuff in there. That's OK though I guess as we've got dealing with interprocess communication down pretty well. So I'm leaning towards option 4 mostly as that would avoid the mortal sin of logic duplication with option 1 while also staying the heck away from threads. Any better ideas?

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  • How to calculate where bullet hits

    - by lkjoel
    I have been trying to write an FPS in C/X11/OpenGL, but the issue that I have encountered is with calculating where the bullet hits. I have used a horrible technique, and it only sometimes works: pos size, p; size.x = 0.1; size.z = 0.1; // Since the game is technically top-down (but in a 3D perspective) // Positions are in X/Z, no Y float f; // Counter float d = FIRE_MAX + 1 /* Shortest Distance */, d1 /* Distance being calculated */; x = 0; // Index of object to hit for (f = 0.0; f < FIRE_MAX; f += .01) { // Go forwards p.x = player->pos.x + f * sin(toRadians(player->rot.x)); p.z = player->pos.z - f * cos(toRadians(player->rot.x)); // Get all objects that collide with the current position of the bullet short* objs = _colDetectGetObjects(p, size, objects); for (i = 0; i < MAX_OBJECTS; i++) { if (objs[i] == -1) { continue; } // Check the distance between the object and the player d1 = sqrt( pow((objects[i].pos.x - player->pos.x), 2) + pow((objects[i].pos.z - player->pos.z), 2)); // If it's closer, set it as the object to hit if (d1 < d) { x = i; d = d1; } } // If there was an object, hit it if (x > 0) { hit(&objects[x], FIRE_DAMAGE, explosions, currtime); break; } } It just works by making a for-loop and calculating any objects that might collide with where the bullet currently is. This, of course, is very slow, and sometimes doesn't even work. What would be the preferred way to calculate where the bullet hits? I have thought of making a line and seeing if any objects collide with that line, but I have no idea how to do that kind of collision detection. EDIT: I guess my question is this: How do I calculate the nearest object colliding in a line (that might not be a straight 45/90 degree angle)? Or are there any simpler methods of calculating where the bullet hits? The bullet is sort of like a laser, in the sense that gravity does not affect it (writing an old-school game, so I don't want it to be too realistic)

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  • activating the class need help.... :)

    - by asm_debuger
    this is my code... i dont anderstend way the class dont work... import java.awt.BorderLayout; import java.awt.Button; import java.awt.Color; import java.awt.GridLayout; import java.awt.Panel; public class Caldesinger { public Panel p1=new Panel(); public Button[] arr=new Button[20]; public String[] name = {"9","8","7","6","5","4","3","2","1","0","+","-","*","/",".","cos","sin","=","pow"}; public Caldesinger() { for (int i = 0; i < arr.length; i++) { this.arr[i]=new Button(""+name[i]); } } public Panel getP1() { return p1; } public void setP1(Panel p1) { this.p1 = p1; } public Button[] getArr() { return arr; } public void setArr(Button[] arr) { this.arr = arr; } public Object c() { this.p1.setLayout(new GridLayout(4,15)); for (int i = 0; i < arr.length; i++) { arr[i].setBackground(Color.LIGHT_GRAY); arr[i].setForeground(Color.orange); p1.add(arr[i]); } this.p1.setLayout(new GridLayout(4,15)); return this; } } the class desinge the applet this is the main: import java.applet.Applet; import java.awt.BorderLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; public class Mainapp extends Applet implements ActionListener { Caldesinger desinge=new Caldesinger (); public void init() { this.setLayout(new BorderLayout()); this.desinge.c(); } public void ActionPerformed(ActionEvent arg0) { for (int i = 0; i <20; i++) { if(arg0.getSource()== this.desinge.arr[i]); } } } way the method c does not work? the method desinge the applet

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  • ThreadQueue problems in "Accelerated C# 2008"

    - by Singlet
    Example for threading queue book "Accelerated C# 2008" (CrudeThreadPool class) not work correctly. If I insert long job in WorkFunction() on 2-processor machine executing for next task don't run before first is over. How to solve this problem? I want to load the processor to 100 percent public class CrudeThreadPool { static readonly int MAX_WORK_THREADS = 4; static readonly int WAIT_TIMEOUT = 2000; public delegate void WorkDelegate(); public CrudeThreadPool() { stop = 0; workLock = new Object(); workQueue = new Queue(); threads = new Thread[ MAX_WORK_THREADS ]; for( int i = 0; i < MAX_WORK_THREADS; ++i ) { threads[i] = new Thread( new ThreadStart(this.ThreadFunc) ); threads[i].Start(); } } private void ThreadFunc() { lock( workLock ) { int shouldStop = 0; do { shouldStop = Interlocked.Exchange( ref stop, stop ); if( shouldStop == 0 ) { WorkDelegate workItem = null; if( Monitor.Wait(workLock, WAIT_TIMEOUT) ) { // Process the item on the front of the queue lock( workQueue ) { workItem =(WorkDelegate) workQueue.Dequeue(); } workItem(); } } } while( shouldStop == 0 ); } } public void SubmitWorkItem( WorkDelegate item ) { lock( workLock ) { lock( workQueue ) { workQueue.Enqueue( item ); } Monitor.Pulse( workLock ); } } public void Shutdown() { Interlocked.Exchange( ref stop, 1 ); } private Queue workQueue; private Object workLock; private Thread[] threads; private int stop; } public class EntryPoint { static void WorkFunction() { Console.WriteLine( "WorkFunction() called on Thread {0}",Thread.CurrentThread.GetHashCode() ); //some long job double s = 0; for (int i = 0; i < 100000000; i++) s += Math.Sin(i); } static void Main() { CrudeThreadPool pool = new CrudeThreadPool(); for( int i = 0; i < 10; ++i ) { pool.SubmitWorkItem( new CrudeThreadPool.WorkDelegate( EntryPoint.WorkFunction) ); } pool.Shutdown(); } }

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  • How can I scale movement physics functions to frames per second (in a game engine)?

    - by Richard
    I am working on a game in Javascript (HTML5 Canvas). I implemented a simple algorithm that allows an object to follow another object with basic physics mixed in (a force vector to drive the object in the right direction, and the velocity stacks momentum, but is slowed by a constant drag force). At the moment, I set it up as a rectangle following the mouse (x, y) coordinates. Here's the code: // rectangle x, y position var x = 400; // starting x position var y = 250; // starting y position var FPS = 60; // frames per second of the screen // physics variables: var velX = 0; // initial velocity at 0 (not moving) var velY = 0; // not moving var drag = 0.92; // drag force reduces velocity by 8% per frame var force = 0.35; // overall force applied to move the rectangle var angle = 0; // angle in which to move // called every frame (at 60 frames per second): function update(){ // calculate distance between mouse and rectangle var dx = mouseX - x; var dy = mouseY - y; // calculate angle between mouse and rectangle var angle = Math.atan(dy/dx); if(dx < 0) angle += Math.PI; else if(dy < 0) angle += 2*Math.PI; // calculate the force (on or off, depending on user input) var curForce; if(keys[32]) // SPACE bar curForce = force; // if pressed, use 0.35 as force else curForce = 0; // otherwise, force is 0 // increment velocty by the force, and scaled by drag for x and y velX += curForce * Math.cos(angle); velX *= drag; velY += curForce * Math.sin(angle); velY *= drag; // update x and y by their velocities x += velX; y += velY; And that works fine at 60 frames per second. Now, the tricky part: my question is, if I change this to a different framerate (say, 30 FPS), how can I modify the force and drag values to keep the movement constant? That is, right now my rectangle (whose position is dictated by the x and y variables) moves at a maximum speed of about 4 pixels per second, and accelerates to its max speed in about 1 second. BUT, if I change the framerate, it moves slower (e.g. 30 FPS accelerates to only 2 pixels per frame). So, how can I create an equation that takes FPS (frames per second) as input, and spits out correct "drag" and "force" values that will behave the same way in real time? I know it's a heavy question, but perhaps somebody with game design experience, or knowledge of programming physics can help. Thank you for your efforts. jsFiddle: http://jsfiddle.net/BadDB

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  • How to configure multiple iSCSI Portal Groups on a EqualLogic PS6100?

    - by kce
    I am working on a migration from a VMware vSphere environment to a Hyper-V Cluster utilizing Windows Server 2012 R2. The setup is pretty small, an EqualLogic PS6100e and two Dell PowerConnect 5424 switches and handful of R710s and R620s. The SAN was configured as a non-RFC1918 network that is not assigned to our organization and since I am working on building a new virtualization environment I figured that this would be an appropriate time to do a subnet migration. I configured a separate VLAN and subnet on the switches and the two previously unused NICs on the PS6100's controllers. At this time I only have a single Hyper-V host cabled in but I can successfully ping the PS6100 from the host. From the PS6100 I can ping each of the four NICs that currently on the storage network. I cannot connect the Microsoft iSCSI Initiator to the Target. I have successfully added the Target Portals (the IP addresses of PS6100 NICs) and the Targets are discovered but listed as inactive. If I try to Connect to them I get the following error, "Log onto Target - Connection Failed" and ISCSIPrt 1 and 70 events are recorded in the Event Log. I have verified that access control to the volume is not the problem by temporarily disabling it. I suspect the problem is with the Portal Group IP address which is still listed as Group Address of old subnet (I know, I know I might be committing the sin of the X/Y problem but everything else looks good): RFC3720 has this to say about Network Portal and Portal Groups: Network Portal: The Network Portal is a component of a Network Entity that has a TCP/IP network address and that may be used by an iSCSI Node within that Network Entity for the connection(s) within one of its iSCSI sessions. A Network Portal in an initiator is identified by its IP address. A Network Portal in a target is identified by its IP address and its listening TCP port. Portal Groups: iSCSI supports multiple connections within the same session; some implementations will have the ability to combine connections in a session across multiple Network Portals. A Portal Group defines a set of Network Portals within an iSCSI Network Entity that collectively supports the capability of coordinating a session with connections spanning these portals. Not all Network Portals within a Portal Group need participate in every session connected through that Portal Group. One or more Portal Groups may provide access to an iSCSI Node. Each Network Portal, as utilized by a given iSCSI Node, belongs to exactly one portal group within that node. The EqualLogic Group Manager documentation has this to say about the Group IP Address: You use the group IP address as the iSCSI discovery address when connecting initiators to iSCSI targets in the group. If you modify the group IP address, you might need to change your initiator configuration to use the new discovery address Changing the group IP address disconnects any iSCSI connections to the group and any administrators logged in to the group through the group IP address. Which sounds equivalent to me (I am following up with support to confirm). I think a reasonable explanation at this point is that the Initiator can't complete the connection to the Target because the Group IP Address / Network Portal is on a different subnet. I really want to avoid a cutover and would prefer to run both subnets side-by-side until I can install and configure each Hyper-V host. Question/s: Is my assessment at all reasonable? Is it possible to configure multiple Group IP Addresses on the EqualLogic PS6100? I don't want to just change it as it will disconnect the remaining ESXi hosts. Am I just Doing It Wrong(TM)?

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  • ¿Es más barato desarrollar a medida que adquirir un ERP?

    - by Luis Alberto Quilez
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} La clave está en el tiempo. Cuando abordamos un desarrollo a medida, estamos pensando únicamente en las necesidades de hoy. Tenemos un proyecto concreto, un determinado alcance funcional y conocemos las herramientas que hoy tenemos disponibles. Somos los que mejor conocemos nuestra empresa de hoy, sus procesos y el desarrollo parece una buena opción, pues las licencias de las herramientas de desarrollo son económicas y el coste de la tarifa diaria de programación es asequible, y entonces, caemos en la trampa del corto plazo y vamos adelante. Es muy posible que este desarrollo salga bien, que estemos orgullosos de nuestro trabajo, e incluso que proclamemos a los 4 vientos el dinero que nos hemos ahorrado. Sin embargo el mundo no se para, el negocio no se para, la adaptación debe ser permanente, nuestros clientes, internos y externos, tendrán nuevas exigencias y nuestro desarrollo no estará terminado, tendremos que integrarlo con otras áreas, tendremos que tratar de darle mayor funcionalidad y alcance, tendremos que adaptarlo a las nuevas tecnologías, permitir que la información se analice, se comparta, se acceda desde nuevos dispositivos … y veremos en primera persona cómo la trampa del desarrollo se cierra sobre nuestras cabezas, nunca estará terminado, la tecnología que usamos un día se quedará obsoleta, el ritmo de exigencia por funcionalidad e integración será cada vez mayor y no podremos sino poner más y más recursos dedicados al mantenimiento de un desarrollo propio, que no deja de comer, que me obliga a gastar más y más cada día y del que no puedo salir. Al poco tiempo me he convertido en una empresa de desarrollo de software dentro de mi propia empresa y ni tengo los recursos económicos para hacerlo viable, ni tengo las capacidades humanas y de inversión para responder a lo que se me exige desde el negocio. Así que pensemos, desde el principio, en que nuestra empresa debe perdurar muchos años, y hagamos el análisis de costes bajo esta perspectiva a la hora de tomar la decisión y veremos entonces que la adquisición de un ERP es mucho más económica que el desarrollo a medida. Por otro lado tenemos la integración. Un sistema de producción, requiere la asignación de recursos, que a su vez requieren de un plan de desarrollo, una formación o un cálculo de su nómina; también requiere de una cuenta contable, de una gestión de compras o de una asignación de costes y claro,de todos estos puntos nos vamos dando cuenta sobre la marcha, cuando en un sistema de gestión integral (ERP) lo tenemos disponible desde el primer momento. Claro que no nos vale un ERP cerrado, poco flexible y que no me permita diferenciar a mi empresa. Tenemos que buscar un socio tecnológico que nos acompañe, que asuma la inversión en tecnología y que me vaya suministrando versiones y soluciones acordes a las exigencias de los tiempos, de hoy y de mañana, pero además que me permita adaptar los flujos e innovar en los procesos para que podamos diferenciar nuestra empresa de la competencia, hoy y mañana. Veremos cómo, con la decisión de un ERP, flexible y abierto, los números salen y en el largo plazo es mucho más económica la decisión de adquirir un ERP que de optar por el desarrollo. Luis Alberto Quilez v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Invitación a evento de Oracle sobre Transformación del CPD

    - by Eloy M. Rodríguez
    Ahora que se acaba el año y se van dejando atrás los últimos empujones a los temas que hay que cerrar, es un buen momento para hacer un pequeño alto en el camino y asistir a este evento que organiza Oracle y reflexionar sobre los enfoques innovadores que se plantean ya que la actual situación reclama actuaciones diferentes y, a veces, el árbol tapa al bosque. Adjunto la invitación oficial, con la agenda y acceso al registro automático.. Oracle Transformación del Centro de Datos: Acelerando la adopción eficaz de la Cloud Transformación del Centro de Datos: Acelerando la adopción eficaz de la Cloud Únase a nosotros en el evento Transformación del Centro de Datos y descubra cómo implementar un centro de datos que esté diseñado para promover la innovación, ofreciendo un mayor rendimiento y fiabilidad, simplificando la gestión y reduciendo significativamente los costes. Venga a conocer los últimas novedades tecnológicas aplicables a su negocio que Oracle acaba de anunciar en Oracle Open World, su conferencia mundial por excelencia, como el Supercluster, el nuevo procesador T4 y las soluciones de Storage Pillar. Sólo Oracle diseña hardware y software, para que estos trabajen conjuntamente desde las aplicaciones al disco, lo que permite reducir la complejidad, impulsar la productividad en toda la empresa y acelerar la innovación empresarial. Únase a nosotros para descubrir cómo transformar su centro de datos para maximizar la eficacia y restablecer IT como una ventaja competitiva del negocio de su empresa. Comparta ideas y experiencias con los mejores expertos y ejecutivos y descubra como: Acelerar la transformación del centro de datos a través de la tecnología que proporciona un rendimiento espectacular y una mayor eficiencia Reducir costes, acelerar y simplificar el despliegue y la consolidación de bases de datos y aplicaciones Optimizar el rendimiento a través de la utilización de los productos Oracle con la tecnología de virtualización incorporada sin coste adicional Minimizar el riesgo durante los despliegues de cloud empresarial con el apoyo de los productos líderes del mercado en materia de seguridad Aumentar la productividad y responder rápidamente a los cambios del mercado con las soluciones optimizadas de Oracle Transforme su centro de datos para optimizar el rendimiento, incrementar la agilidad de su negocio y maximizar sus inversiones en IT. No deje pasar esta oportunidad e inscríbase hoy mismo a este evento que tendrá lugar el próximo 14 de diciembre en Madrid. Inscríbase hoy mismo Para más información, contacte con [email protected] Inscríbase ahora 14 de diciembre de 2011 09:00 - 16:00 CÍRCULO DE BELLAS ARTES DE MADRID C/ Alcalá, 42 28014 MadridEntrada por c/ Marqués de Casa Riera Programa 09:00 Registro 09:30 Bienvenida e IntroducciónJoão Taron, Vice-President & Hardware Leader, Oracle Iberia 09:45 Estrategia OracleGerhard Schlabschi, Business Development Director, Oracle Systems EMEA 10:20 Como transformar su centro de datos eficazmente Manuel Vidal, Director Systems Presales, Oracle Iberia 10:45 Caso de Éxito 11:15 Café 11:45 Consolidacion en Private Cloud Rendimiento extremo con Oracle Exalogic Elastic Cloud & Exadata Lisa Martinez,Business Development Manager, Oracle  Aceleración de las aplicaciones empresariales con SPARC SuperClusters y servidores empresariales T4                                     Carlos Soler Ibanez, Principal Sales Consultant, Oracle 13:15 Almuerzo 14:15 Optimización del Centro de Datos Cómo maximizar el potencial de su infrastructura con sistemas virtualizados de Oracle Javier Cerrada, Senior Sales Consultant, Oracle Optimización de los recursos de almacenamiento con Data Tiering Miguel Angel Borrega, Storage Architect, Oracle 15:00 Gestión del Centro de Datos Oracle Solaris 11                                                                             Javier Cerrada, Senior Sales Consultant, Oracle Enterprise Manager 12c                                                                     Jesus Robles, Master Principal Sales Consultant, Oracle 15:45 Preguntas & respuestas 16:00 Conversaciones con sus interlocutores de Oracle & sorteo de iPAD If you are an employee or official of a government organization, please click here for important ethics information regarding this event. Copyright © 2011, Oracle and/or its affiliates. All rights reserved. Contacte con nosotros | Notas Legales y | Política de Privacidad

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  • Controlar Autentificaci&oacute;n Crystal Reports

    - by Jason Ulloa
    Para todos los que hemos trabajamos con Crystal Reports, no es un secreto que cuando tratamos de conectar nuestro reporte directamente a la base de datos, se nos viene encima el problema de autenticación. Es decir nuestro reporte al momento de iniciar la carga nos solicita autentificarnos en el servidor y sino lo hacemos, simplemente no veremos el reporte. Esto, además de ser tedioso para los usuarios se convierte en un problema de seguridad bastante grande, de ahí que en la mayoría de los casos se recomienda utilizar dataset. Sin embargo, para todos los que aún sabiendo esto no desean utilizar datasets, sino que, quieren conectar su crystal directamente veremos como implementar una pequeña clase que nos ayudará con esa tarea. Generalmente, cuando trabajamos con una aplicación web, nuestra cadena de conexión esta incluida en el web.config y también en muchas ocasiones contiene los datos como el usuario y password para acceder a la base de datos.  De esta cadena de conexión y estos datos es de los que nos ayudaremos para implementar la autentificación en el reporte. Generalmente, la cadena de conexión se vería así <connectionStrings> <remove name="LocalSqlServer"/> <add name="xxx" connectionString="Data Source=.\SqlExpress;Integrated Security=False;Initial Catalog=xxx;user id=myuser;password=mypass" providerName="System.Data.SqlClient"/> </connectionStrings>   Para nuestro ejemplo, nombraremos a nuestra clase CrystalRules (es solo algo que pensé de momento) 1. Primer Paso Creamos una variable de tipo SqlConnectionStringBuilder, a la cual le asignaremos la cadena de conexión que definimos en el web.config, y que luego utilizaremos para obtener los datos del usuario y el password para el crystal report. SqlConnectionStringBuilder builder = new SqlConnectionStringBuilder(ConfigurationManager.ConnectionStrings["xxx"].ConnectionString); 2. Implementación de propiedad Para ser más ordenados crearemos varias propiedad de tipo Privado, que se encargarán de recibir los datos de:   La Base de datos, el password, el usuario y el servidor private string _dbName; private string _serverName; private string _userID; private string _passWord;   private string dataBase { get { return _dbName; } set { _dbName = value; } }   private string serverName { get { return _serverName; } set { _serverName = value; } }   private string userName { get { return _userID; } set { _userID = value; } }   private string dataBasePassword { get { return _passWord; } set { _passWord = value; } } 3. Creación del Método para aplicar los datos de conexión Una vez que ya tenemos las propiedades, asignaremos a las variables los valores que se han recogido en el SqlConnectionStringBuilder. Y crearemos una variable de tipo ConnectionInfo para aplicar los datos de conexión. internal void ApplyInfo(ReportDocument _oRpt) { dataBase = builder.InitialCatalog; serverName = builder.DataSource; userName = builder.UserID; dataBasePassword = builder.Password;   Database oCRDb = _oRpt.Database; Tables oCRTables = oCRDb.Tables; //Table oCRTable = default(Table); TableLogOnInfo oCRTableLogonInfo = default(TableLogOnInfo); ConnectionInfo oCRConnectionInfo = new ConnectionInfo();   oCRConnectionInfo.DatabaseName = _dbName; oCRConnectionInfo.ServerName = _serverName; oCRConnectionInfo.UserID = _userID; oCRConnectionInfo.Password = _passWord;   foreach (Table oCRTable in oCRTables) { oCRTableLogonInfo = oCRTable.LogOnInfo; oCRTableLogonInfo.ConnectionInfo = oCRConnectionInfo; oCRTable.ApplyLogOnInfo(oCRTableLogonInfo);     }   }   4. Creación del report document y aplicación de la seguridad Una vez recogidos los datos y asignados, crearemos un elemento report document al cual le asignaremos el CrystalReportViewer y le aplicaremos los datos de acceso que obtuvimos anteriormente public void loadReport(string repName, CrystalReportViewer viewer) {   // attached our report to viewer and set database login. ReportDocument report = new ReportDocument(); report.Load(HttpContext.Current.Server.MapPath("~/Reports/" + repName)); ApplyInfo(report); viewer.ReportSource = report; } Al final, nuestra clase completa ser vería así public class CrystalRules { SqlConnectionStringBuilder builder = new SqlConnectionStringBuilder(ConfigurationManager.ConnectionStrings["Fatchoy.Data.Properties.Settings.FatchoyConnectionString"].ConnectionString);   private string _dbName; private string _serverName; private string _userID; private string _passWord;   private string dataBase { get { return _dbName; } set { _dbName = value; } }   private string serverName { get { return _serverName; } set { _serverName = value; } }   private string userName { get { return _userID; } set { _userID = value; } }   private string dataBasePassword { get { return _passWord; } set { _passWord = value; } }   internal void ApplyInfo(ReportDocument _oRpt) { dataBase = builder.InitialCatalog; serverName = builder.DataSource; userName = builder.UserID; dataBasePassword = builder.Password;   Database oCRDb = _oRpt.Database; Tables oCRTables = oCRDb.Tables; //Table oCRTable = default(Table); TableLogOnInfo oCRTableLogonInfo = default(TableLogOnInfo); ConnectionInfo oCRConnectionInfo = new ConnectionInfo();   oCRConnectionInfo.DatabaseName = _dbName; oCRConnectionInfo.ServerName = _serverName; oCRConnectionInfo.UserID = _userID; oCRConnectionInfo.Password = _passWord;   foreach (Table oCRTable in oCRTables) { oCRTableLogonInfo = oCRTable.LogOnInfo; oCRTableLogonInfo.ConnectionInfo = oCRConnectionInfo; oCRTable.ApplyLogOnInfo(oCRTableLogonInfo);     }   }   public void loadReport(string repName, CrystalReportViewer viewer) {   // attached our report to viewer and set database login. ReportDocument report = new ReportDocument(); report.Load(HttpContext.Current.Server.MapPath("~/Reports/" + repName)); ApplyInfo(report); viewer.ReportSource = report; }       #region instance   private static CrystalRules m_instance;   // Properties public static CrystalRules Instance { get { if (m_instance == null) { m_instance = new CrystalRules(); } return m_instance; } }   public DataDataContext m_DataContext { get { return DataDataContext.Instance; } }     #endregion instance   }   Si bien, la solución no es robusta y no es la mas segura. En casos de uso como una intranet y cuando estamos contra tiempo, podría ser de gran ayuda.

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  • La Universidad Estatal de California estandariza 23 campus a través de Oracle PeopleSoft

    - by Noelia Gomez
    Normal 0 21 false false false ES X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} El sistema universitario más grande de los Estados Unidos consolida la Gestión Financiera y consolidará la gestión del capital humano para mejorar la eficiencia y reducir los costes. Normal 0 21 false false false ES X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} La Universidad Estatal de California (CSU) está estandarizando su sistema de 23 campus y la Oficina del Rector con las aplicaciones de Oracle PeopleSoft. La CSU es el mayor sistema universitario público en los Estados Unidos. Los premios CSU con 90.000 grados por año y desde su creación en 1961, ha otorgado casi 2,6 millones. Como parte de su plan estratégico, “Acces to Excellence”, la CSU se ha comprometido a tomar ventaja de la tecnología para satisfacer las futuras necesidades de educación y ha creado los Sistemas Comunes de Gestión (CMS). La misión de CMS es brindar un servicio de calidad eficiente, eficaz y de calidad a los estudiantes, profesores y personal de los 23 campus de la CSU y la Oficina del Decanato. En un esfuerzo por mejorar la eficiencia y reducir los costes de todo el sistema, la CSU ha consolidado sus procesos de gestión financiera y los sistemas a través de PeopleSoft Financial Management. Para proporcionar una visión unificada de las operaciones financieras, CSU ha consolidado 22 campus en un mismo sistema a través de PeopleSoft Financials. Estas aplicaciones incluyen: Contabilidad, Facturación, Cuentas a Pagar, Cuentas a Cobrar y Compras. CSU también utiliza Oracle Business Intelligence Enterprise Edition para el análisis y presentación de informes. CSU está consolidando en PeopleSoft Human Capital Management (HCM) en pos de varios objetivos estratégicos como, entre otros: atraer y retener al personal superior y de la facultad. El sistema financiero consolidad de la CSU es ahora el mayor despliegue único de educación superior de PeopleSoft Financials en los Estados Unidos. Una centralización de esta envergadura no tiene precedentes, y sin embargo todavía se completó a tiempo y dentro del presupuesto. Una vez completado, la CSU también será el mayor despliegue de educación superior de PeopleSoft HCM. CSU también utiliza PeopleSoft Campus Solutions para gestionar sus operaciones académicas de los estudiantes, incluyendo la programación y registro de clases, cálculo y recaudación de las tasas, la concesión de la ayuda financiera y la evaluación y el progreso académico de los estudiantes. Las aplicaciones de Oracle PeopleSoft están diseñadas para atender las necesidades de negocio más complejas. Estas proveen soluciones integrales de negocios y de industria, permitiendo a las organizaciones aumentar la productividad, acelerar el rendimiento del negocio y un menor coste total de propiedad.PeopleSoft de Oracle Campus Solutions es una completa suite de software diseñado para las necesidades cambiantes de las instituciones de educación superior. Oracle sigue colaborando con la CSU y los colegios y universidades de todo el mundo para ofrecer los sistemas de administración y desarrollo de estudiantes más sensible y comprensivo y disponibles en la actualidad. Unisys está implantando aplicaciones PeopleSoft CSU y facilitando el acceso a los estudiantes, profesores y personal de las universidades a través de la solución de Unisys Hosted Secure Private Cloud. Unisys es un miembro de nivel Platino de Oracle PartnerNetwork (OPN). "Con el fin de seguir cumpliendo los objetivos de nuestro plan estratégico, creemos que es fundamental para estandarizar nuestros procesos operativos - tanto en el back office como allí donde lleguen nuestros estudiantes todos los días - maximizar nuestra inversión en tecnología y reducir costes", dijo Larry Furukawa-Schlereth, Director de Finanzas, Sonoma State University, y presidente del Comité Global Ejecutivo de Gestión de la CSU, California State University. "Contar con una vista única de toda la información importante en un sistema ayuda a la Universidad Estatal de California a continuar ofreciendo excelentes oportunidades de educación a un coste asequible mientras ayudamos a dar forma a la futura calidad de vida cívica y económica en California". Conozca más sobre Peoplesoft aquí: Normal 0 21 false false false ES X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Oracle’s PeopleSoft Applications Oracle in Higher Education Oracle’s PeopleSoft Financial Management Oracle’s PeopleSoft Human Capital Management Oracle’s PeopleSoft Campus Solutions Oracle Human Capital Management Blog Oracle HCM on Twitter Oracle Higher Education on Facebook Oracle Higher Education on Diigo

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • Poner aplicaci&oacute;n Asp.Net en modo OFFLINE

    - by Jason Ulloa
    Una de las opciones que todo aplicación debería tener es el poder ponerse en modo OFFLINE para evitar el acceso de usuarios. Esto es completamente necesario cuando queremos realizar cambios a nuestra aplicación (cambiar algo, poner una actualización, etc) o a nuestra base de datos y evitarnos problemas con los usuarios que se encuentren logueados dentro de la aplicación en ese momento. Muchos ejemplos a través de la Web exponen la forma de realizar esta tarea utilizando dos técnicas: 1. La primera de ellas es utilizar el archivo App_Offline.htm sin embargo, esta técnica tiene un inconveniente. Y es que, una vez que hemos subido el archivo a nuestra aplicación esta se bloquea completamente y no tenemos forma de volver a ponerla ONLINE a menos que eliminemos el archivo. Es decir no podemos controlarla. 2. La segunda de ellas es el utilizar la etiqueta httpRuntime, pero nuevamente tenemos el mismo problema. Al habilitar el modo OFFLINE mediante esta etiqueta, tampoco podremos acceder a un modo de administración para cambiarla. Un ejemplo de la etiqueta httpRuntime <configuration> <system.web> <httpRuntime enable="false" /> </system.web> </configuration>   Tomando en cuenta lo anterior, lo mas optimo seria que podamos por medio de alguna pagina de administración colocar nuestro sitio en modo OFFLINE, pero manteniendo el acceso a la pagina de administración para poder volver a cambiar el valor que pondrá nuestra aplicación nuevamente en modo ONLINE. Para ello, utilizaremos el web.config de nuestra aplicación y una pequeña clase que se encargara de Leer y escribir los valores. Lo primero será, abrir nuestro web.config y definir dentro del appSettings dos nuevas KEY que contendrán los valores para el modo OFFLINE de nuestra aplicación: <appSettings> <add key="IsOffline" value="false" /> <add key="IsOfflineMessage" value="Sistema temporalmente no disponible por tareas de mantenimiento." /> </appSettings>   En las KEY anteriores tenemos el IsOffLine con value de false, esto es para indicarle a nuestra aplicación que actualmente su modo de funcionamiento es ONLINE, este valor será el que posteriormente cambiemos a TRUE para volver al modo OFFLINE. Nuestra segunda KEY (IsOfflineMessage) posee el value (Sistema temporalmente….) que será mostrado al usuario como un mensaje cuando el sitio este en modo OFFLINE. Una vez definidas nuestras dos KEY en el web.config, escribiremos una clase personalizada para leer y escribir los valores. Así que, agregamos un nuevo elemento de tipo clase al proyecto llamado SettingsRules y la definimos como Public. Está clase contendrá dos métodos, el primero será para leer los valores: public string readIsOnlineSettings(string sectionToRead) { Configuration cfg = WebConfigurationManager.OpenWebConfiguration(System.Web.Hosting.HostingEnvironment.ApplicationVirtualPath); KeyValueConfigurationElement isOnlineSettings = (KeyValueConfigurationElement)cfg.AppSettings.Settings[sectionToRead]; return isOnlineSettings.Value; }   El segundo método, será el encargado de escribir los nuevos valores al web.config public bool saveIsOnlineSettings(string sectionToWrite, string value) { bool succesFullySaved;   try { Configuration cfg = WebConfigurationManager.OpenWebConfiguration(System.Web.Hosting.HostingEnvironment.ApplicationVirtualPath); KeyValueConfigurationElement repositorySettings = (KeyValueConfigurationElement)cfg.AppSettings.Settings[sectionToWrite];   if (repositorySettings != null) { repositorySettings.Value = value; cfg.Save(ConfigurationSaveMode.Modified); } succesFullySaved = true; } catch (Exception) { succesFullySaved = false; } return succesFullySaved; }   Por último, definiremos en nuestra clase una región llamada instance, que contendrá un método encargado de devolver una instancia de la clase (esto para no tener que hacerlo luego) #region instance   private static SettingsRules m_instance;   // Properties public static SettingsRules Instance { get { if (m_instance == null) { m_instance = new SettingsRules(); } return m_instance; } }   #endregion instance   Con esto, nuestra clase principal esta completa. Así que pasaremos a la implementación de las páginas y el resto de código que completará la funcionalidad.   Para complementar la tarea del web.config utilizaremos el fabuloso GLOBAL.ASAX, este contendrá el código encargado de detectar si nuestra aplicación tiene el valor de ONLINE o OFFLINE y además de bloquear todas las paginas y directorios excepto el que le hayamos definido como administrador, esto para luego poder volver a configurar el sitio.   El evento del Global.Asax que utilizaremos será el Application_BeginRequest   protected void Application_BeginRequest(Object sender, EventArgs e) {   if (Convert.ToBoolean(SettingsRules.Instance.readIsOnlineSettings("IsOffline"))) {   string Virtual = Request.Path.Substring(0, Request.Path.LastIndexOf("/") + 1);   if (Virtual.ToLower().IndexOf("/admin/") == -1) { //We don't makes action, is admin section Server.Transfer("~/TemporarilyOfflineMessage.aspx"); }   } } La primer Línea del IF, verifica si el atributo del web.config es True o False, si es true toma la dirección WEB que se ha solicitado y la incluimos en un IF para verificar si corresponde a la Sección admin (está sección no es mas que un folder en nuestra aplicación llamado admin y puede ser cambiado a cualquier otro). Si el resultado de ese if es –1 quiere decir que no coincide, entonces, esa será la bandera que nos permitirá bloquear inmediatamente la pagina actual, transfiriendo al usuario a una pagina de mantenimiento. Ahora, en nuestra carpeta Admin crearemos una nueva pagina asp.net llamada OnlineSettings.aspx para actualizar y leer los datos del web.config y una pagina Default.aspx para pruebas. Nuestra página OnlineSettings tendrá dos pasos importantes: 1. Leer los datos actuales de configuración protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { IsOffline.Checked = Convert.ToBoolean(mySettings.readIsOnlineSettings("IsOffline")); OfflineMessage.Text = mySettings.readIsOnlineSettings("IsOfflineMessage"); } }   2. Actualizar los datos con los nuevos valores. protected void UpdateButton_Click(object sender, EventArgs e) { string htmlMessage = OfflineMessage.Text.Replace(Environment.NewLine, "<br />");   // Update the Application variables Application.Lock(); if (IsOffline.Checked) { mySettings.saveIsOnlineSettings("IsOffline", "True"); mySettings.saveIsOnlineSettings("IsOfflineMessage", htmlMessage); } else { mySettings.saveIsOnlineSettings("IsOffline", "false"); mySettings.saveIsOnlineSettings("IsOfflineMessage", htmlMessage); }   Application.UnLock(); }   Por último en la raíz de la aplicación, crearemos una nueva página aspx llamada TemporarilyOfflineMessage.aspx que será la que se muestre cuando se bloquee la aplicación. Al final nuestra aplicación se vería algo así Página bloqueada Configuración del Bloqueo Y para terminar la aplicación de ejemplo

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  • Java collision detection and player movement: tips

    - by Loris
    I have read a short guide for game develompent (java, without external libraries). I'm facing with collision detection and player (and bullets) movements. Now i put the code. Most of it is taken from the guide (should i link this guide?). I'm just trying to expand and complete it. This is the class that take care of updates movements and firing mechanism (and collision detection): public class ArenaController { private Arena arena; /** selected cell for movement */ private float targetX, targetY; /** true if droid is moving */ private boolean moving = false; /** true if droid is shooting to enemy */ private boolean shooting = false; private DroidController droidController; public ArenaController(Arena arena) { this.arena = arena; this.droidController = new DroidController(arena); } public void update(float delta) { Droid droid = arena.getDroid(); //droid movements if (moving) { droidController.moveDroid(delta, targetX, targetY); //check if arrived if (droid.getX() == targetX && droid.getY() == targetY) moving = false; } //firing mechanism if(shooting) { //stop shot if there aren't bullets if(arena.getBullets().isEmpty()) { shooting = false; } for(int i = 0; i < arena.getBullets().size(); i++) { //current bullet Bullet bullet = arena.getBullets().get(i); System.out.println(bullet.getBounds()); //angle calculation double angle = Math.atan2(bullet.getEnemyY() - bullet.getY(), bullet.getEnemyX() - bullet.getX()); //increments x and y bullet.setX((float) (bullet.getX() + (Math.cos(angle) * bullet.getSpeed() * delta))); bullet.setY((float) (bullet.getY() + (Math.sin(angle) * bullet.getSpeed() * delta))); //collision with obstacles for(int j = 0; j < arena.getObstacles().size(); j++) { Obstacle obs = arena.getObstacles().get(j); if(bullet.getBounds().intersects(obs.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } //collisions with enemies for(int j = 0; j < arena.getEnemies().size(); j++) { Enemy ene = arena.getEnemies().get(j); if(bullet.getBounds().intersects(ene.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } } } } public boolean onClick(int x, int y) { //click on empty cell if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] == null) { //coordinates targetX = x / Arena.TILE; targetY = y / Arena.TILE; //enables movement moving = true; return true; } //click on enemy: fire if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] instanceof Enemy) { //coordinates float enemyX = x / Arena.TILE; float enemyY = y / Arena.TILE; //new bullet Bullet bullet = new Bullet(); //start coordinates bullet.setX(arena.getDroid().getX()); bullet.setY(arena.getDroid().getY()); //end coordinates (enemie) bullet.setEnemyX(enemyX); bullet.setEnemyY(enemyY); //adds bullet to arena arena.addBullet(bullet); //enables shooting shooting = true; return true; } return false; } As you can see for collision detection i'm trying to use Rectangle object. Droid example: import java.awt.geom.Rectangle2D; public class Droid { private float x; private float y; private float speed = 20f; private float rotation = 0f; private float damage = 2f; public static final int DIAMETER = 32; private Rectangle2D rectangle; public Droid() { rectangle = new Rectangle2D.Float(x, y, DIAMETER, DIAMETER); } public float getX() { return x; } public void setX(float x) { this.x = x; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getY() { return y; } public void setY(float y) { this.y = y; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getSpeed() { return speed; } public void setSpeed(float speed) { this.speed = speed; } public float getRotation() { return rotation; } public void setRotation(float rotation) { this.rotation = rotation; } public float getDamage() { return damage; } public void setDamage(float damage) { this.damage = damage; } public Rectangle2D getRectangle() { return rectangle; } } For now, if i start the application and i try to shot to an enemy, is immediately detected a collision and the bullet is removed! Can you help me with this? If the bullet hit an enemy or an obstacle in his way, it must disappear. Ps: i know that the movements of the bullets should be managed in another class. This code is temporary. update I realized what happens, but not why. With those for loops (which checks collisions) the movements of the bullets are instantaneous instead of gradual. In addition to this, if i add the collision detection to the Droid, the method intersects returns true ALWAYS while the droid is moving! public void moveDroid(float delta, float x, float y) { Droid droid = arena.getDroid(); int bearing = 1; if (droid.getX() > x) { bearing = -1; } if (droid.getX() != x) { droid.setX(droid.getX() + bearing * droid.getSpeed() * delta); //obstacles collision detection for(Obstacle obs : arena.getObstacles()) { if(obs.getRectangle().intersects(droid.getRectangle())) { System.out.println("Collision detected"); //ALWAYS HERE } } //controlla se è arrivato if ((droid.getX() < x && bearing == -1) || (droid.getX() > x && bearing == 1)) droid.setX(x); } bearing = 1; if (droid.getY() > y) { bearing = -1; } if (droid.getY() != y) { droid.setY(droid.getY() + bearing * droid.getSpeed() * delta); if ((droid.getY() < y && bearing == -1) || (droid.getY() > y && bearing == 1)) droid.setY(y); } }

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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