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  • Why circles are not created if small?

    - by Suzan Cioc
    I have changed the scale to my own and now I cant create any object, including circle, if it is of the size which is normal for my scale. I am to create big object first and then modify it to smaller size. Looks like minimal size protection is set somewhere. Where? UPDATE While creating a circle, if I drag for 0.04m circle disappears after drag end. If I drag for 0.08m circle also disappears. If I drag for more than 0.1m, circle persists after drag end. How to set so that it persist after 0.01m too?

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  • How can I make a case for "dependency management"?

    - by C. Ross
    I'm currently trying to make a case for adopting dependency management for builds (ala Maven, Ivy, NuGet) and creating an internal repository for shared modules, of which we have over a dozen enterprise wide. What are the primary selling points of this build technique? The ones I have so far: Eases the process of distributing and importing shared modules, especially version upgrades. Requires the dependencies of shared modules to be precisely documented. Removes shared modules from source control, speeding and simplifying checkouts/check ins (when you have applications with 20+ libraries this is a real factor). Allows more control or awareness of what third party libs are used in your organization. Are there any selling points that I'm missing? Are there any studies or articles giving improvement metrics?

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  • How to avoid being an API programmer only?

    - by anything
    I have almost six years of experience in java. I have developed many projects which used frameworks like Struts, Spring, Hibernate, JQuery , DWR, Ajax etc. I have used these technologies in almost all the projects I have worked on. Projects were very simple mostly with crud based apps. My everyday tasks involves creating few screens, writing queries, testing etc. After all these years I feel like I have turned into an API programmer who just uses these above mentioned frameworks which is not giving me any satisfaction of being a programmer. Is this normal or is it just me who is feeling like this?

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  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

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  • PostgreSQL, Ubuntu, NetBeans IDE (Part 2)

    - by Geertjan
    Now let's create the start of a CRUD application on the NetBeans Platform, using Hibernate and PostgreSQL to do so. Here's what I see in NetBeans IDE after setting things up as outlined yesterday: The NetBeans Platform CRUD Tutorial should get you up and started creating the NetBeans Platform application. Open the generated "persistence.xml" in Design mode and then switch the persistence library to Hibernate. The Here's the application structure: The Hibernate module that you see above has this content: Here's the result: And here's the source code: http://java.net/projects/nb-api-samples/sources/api-samples/show/versions/7.3/misc/NBPostgreSQL

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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  • How can I install the Play! framework using typesafe-stack? [migrated]

    - by lhk
    I'd like to create a new project with the Play! framework. My system is Mint 12 64bit. Since the newest version of Play! is already bundled with the typesafe-stack, I thought installation would be easy. I added the typesafe repo, then I apt-get updated and apt-get installed typesafe-stack with the command g8 typesafehub/play-scala. I successfully created a new project in my home folder. Now the problems begin: I don't know how to access Play! with this installation. After creating the project, I tried to convert it into an Eclipse project, it but there's no play command available in the terminal. How can I get a "standard" Play! installation on Linux? What happens to the tools bundled in the typesafe stack - Where do they go?

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  • Game Asset Storage: Archive vs Individual files

    - by David Colson
    As I am in the process of creating a 3D c++ game and I was wondering what would be more beneficial when dealing with game assets with regards to storage. I have seen some games have a single asset file compressed with everything in it and other with lots of little compressed files. If I had lots of individual files I would not need to load a large file at once and use up memory but the code would have to go about file seeking when the level loads to find all the correct files needed. There is no file seeking needed when dealing with one large file, but again, what about all the assets not currently needed that would get loaded with the one file? I could also have an asset file for each level, but then how do I deal with shared assets This has been bothering me for a while so tell me what other advantages and disadvantages are there to either way of doing things.

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  • Using a Higher Precision (than 8-bit unsigned integer) Buffered Image for Heightmaps in Java

    - by pl12
    I am generating a heightmap for every quad in my quadtree in openCL. The way I was creating the image is as follows: DataBufferInt dataBuffer = (DataBufferInt)img.getRaster().getDataBuffer(); int data[] = dataBuffer.getData(); //img is a bufferedimage inputImageMem = CL.clCreateImage2D( context, CL_MEM_READ_WRITE | CL_MEM_USE_HOST_PTR, new cl_image_format[]{imageFormat}, size, size, size * Sizeof.cl_uint, Pointer.to(data), null); This works ok but the major issue is that as the quads get smaller and smaller the 8-bit format of the buffered image starts to cause intolerable "stepping" issues as seen below: I was wondering if there was an alternate way I could go about doing this? Thanks for the time.

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  • What's the term describing this system for generating user interfaces?

    - by mjfgates
    So, there's this idea, which you already know: Define the layout of your UI by creating a tree of panels. The leaf nodes on the tree are what we used to call 'controls' way back in the day-- the things that the user interacts with, radio buttons and listboxes and such. The internal nodes are mostly concerned with layout; this kind of panel stacks its child panels vertically, that kind puts its children into a grid, etc. It's COMMON. Most of the UI-generating systems I've seen in the past twenty years are implementations of this, and the ones that aren't borrow from it. What's the word for this idea?

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  • Ideas for card deck names [closed]

    - by Milan Babuškov
    I'm creating a card game, and wish to offer players to choose from different sets of playing cards. The game logic remains the same, only the design and graphics on the cards would be different. It would feature classic French set, German/Hungarian one, and a bunch of other custom designed ones. I'm looking for some cool names to give to those sets. I thought maybe to use names of some world cities like "London set", "Paris set", "Tokyo set", but there might be something better. I know this is really open-ended question, so there might not be a definitive "correct" answer, but I hope this kind of brainstorming would be useful to anyone looking for ideas to name a set of... well, anything. I'll up-vote any good idea, no matter if I don't end up using any of those.

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  • 2D fighting bounding boxes

    - by user36420
    I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications. None of this has yet been implemented but is all theory. My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.) With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient. While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

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  • How does Against The Wall create an infinite wall?

    - by Zolani13
    There is a game called Against The Wall, developed by Michael P. Consoli. It's a fantastic game, as I've always been stumped at how the game creates an infinitely spanning wall. In the game, you can fall forever, and the wall will keep spanning. I can fall as long as I like, and still be able to climb back to where I was before. The game is developed in Unity. How can a game do this without crashing, or creating some kind of memory overload?

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  • Is it feasible and useful to auto-generate some code of unit tests?

    - by skiwi
    Earlier today I have come up with an idea, based upon a particular real use case, which I would want to have checked for feasability and usefulness. This question will feature a fair chunk of Java code, but can be applied to all languages running inside a VM, and maybe even outside. While there is real code, it uses nothing language-specific, so please read it mostly as pseudo code. The idea Make unit testing less cumbersome by adding in some ways to autogenerate code based on human interaction with the codebase. I understand this goes against the principle of TDD, but I don't think anyone ever proved that doing TDD is better over first creating code and then immediatly therafter the tests. This may even be adapted to be fit into TDD, but that is not my current goal. To show how it is intended to be used, I'll copy one of my classes here, for which I need to make unit tests. public class PutMonsterOnFieldAction implements PlayerAction { private final int handCardIndex; private final int fieldMonsterIndex; public PutMonsterOnFieldAction(final int handCardIndex, final int fieldMonsterIndex) { this.handCardIndex = Arguments.requirePositiveOrZero(handCardIndex, "handCardIndex"); this.fieldMonsterIndex = Arguments.requirePositiveOrZero(fieldMonsterIndex, "fieldCardIndex"); } @Override public boolean isActionAllowed(final Player player) { Objects.requireNonNull(player, "player"); Hand hand = player.getHand(); Field field = player.getField(); if (handCardIndex >= hand.getCapacity()) { return false; } if (fieldMonsterIndex >= field.getMonsterCapacity()) { return false; } if (field.hasMonster(fieldMonsterIndex)) { return false; } if (!(hand.get(handCardIndex) instanceof MonsterCard)) { return false; } return true; } @Override public void performAction(final Player player) { Objects.requireNonNull(player); if (!isActionAllowed(player)) { throw new PlayerActionNotAllowedException(); } Hand hand = player.getHand(); Field field = player.getField(); field.setMonster(fieldMonsterIndex, (MonsterCard)hand.play(handCardIndex)); } } We can observe the need for the following tests: Constructor test with valid input Constructor test with invalid inputs isActionAllowed test with valid input isActionAllowed test with invalid inputs performAction test with valid input performAction test with invalid inputs My idea mainly focuses on the isActionAllowed test with invalid inputs. Writing these tests is not fun, you need to ensure a number of conditions and you check whether it really returns false, this can be extended to performAction, where an exception needs to be thrown in that case. The goal of my idea is to generate those tests, by indicating (through GUI of IDE hopefully) that you want to generate tests based on a specific branch. The implementation by example User clicks on "Generate code for branch if (handCardIndex >= hand.getCapacity())". Now the tool needs to find a case where that holds. (I haven't added the relevant code as that may clutter the post ultimately) To invalidate the branch, the tool needs to find a handCardIndex and hand.getCapacity() such that the condition >= holds. It needs to construct a Player with a Hand that has a capacity of at least 1. It notices that the capacity private int of Hand needs to be at least 1. It searches for ways to set it to 1. Fortunately it finds a constructor that takes the capacity as an argument. It uses 1 for this. Some more work needs to be done to succesfully construct a Player instance, involving the creation of objects that have constraints that can be seen by inspecting the source code. It has found the hand with the least capacity possible and is able to construct it. Now to invalidate the test it will need to set handCardIndex = 1. It constructs the test and asserts it to be false (the returned value of the branch) What does the tool need to work? In order to function properly, it will need the ability to scan through all source code (including JDK code) to figure out all constraints. Optionally this could be done through the javadoc, but that is not always used to indicate all constraints. It could also do some trial and error, but it pretty much stops if you cannot attach source code to compiled classes. Then it needs some basic knowledge of what the primitive types are, including arrays. And it needs to be able to construct some form of "modification trees". The tool knows that it needs to change a certain variable to a different value in order to get the correct testcase. Hence it will need to list all possible ways to change it, without using reflection obviously. What this tool will not replace is the need to create tailored unit tests that tests all kinds of conditions when a certain method actually works. It is purely to be used to test methods when they invalidate constraints. My questions: Is creating such a tool feasible? Would it ever work, or are there some obvious problems? Would such a tool be useful? Is it even useful to automatically generate these testcases at all? Could it be extended to do even more useful things? Does, by chance, such a project already exist and would I be reinventing the wheel? If not proven useful, but still possible to make such thing, I will still consider it for fun. If it's considered useful, then I might make an open source project for it depending on the time. For people searching more background information about the used Player and Hand classes in my example, please refer to this repository. At the time of writing the PutMonsterOnFieldAction has not been uploaded to the repo yet, but this will be done once I'm done with the unit tests.

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  • DirectCompute information

    - by N0xus
    I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. Even their dedicated forum groups are dead. So now, I'm looking into DirectCompute. From what I can tell, it's simply a new type of shader file that makes use of HLSL. My question is this, does my program (aside from being DirectX 10 / 11 ) need its structure changed? I mean, is it simply a case of creating the CS file, setting in the project like I would any other shader, and watch the magic happen? Any information on this would be appreciated.

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  • Java EE 7 support in NetBeans 7.3.1

    - by arungupta
    NetBeans IDE provide tools, templates, and samples for building Java EE 7 applications. NetBeans 7.3.1 specifically added support for the features mentioned below: Support for creating Java EE 7 projects using Maven and Ant Develop, Deploy, and Debug using GlassFish 4 Bundled Java EE 7 javadocs CDI is enabled by default for new Java EE 7 projects (CDI 1.1) Create database scripts from Entity Classes (JPA 2.1) Java Persistence Query Language (JPQL) testing tool (JPA 2.1) RESTful Java client creation using JAX-RS 2.0 Client APIs (JAX-RS 2.0) New templates for JAX-RS 2 Filter and Interceptor (JAX-RS 2.0) New templates for WebSocket endpoints (WebSocket 1.0) JMS messages are sent using JMS 2 simplified API (JMS 2.0) Pass-through attributes are supported during Facelet page editing (JSF 2.2) Resource Library Contracts(JSF 2.2) @FlowScoped beans from editor and wizards (JSF 2.2) Support for EL 3.0 syntax in editor (EL 3.0) JSON APIs can be used with code completion (JSON 1.0) A comprehensive list of features added in this release is available in NetBeans 7.3.1 New and Noteworthy. Watch the screencast below to get a quick overview of the features and capabilities: Download Netbeans 7.3.1 and start playing with Java EE 7!

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  • Construct sentences from tabular data

    - by Sumeet
    I have a huge set of html files an have to retrieve the meaningful information from them. Most of the task is accomplished, now the problem is with HTML tables. I have some literature on how to extract meaningful tables from html, but my problem is with creating meaningful sentences from tabular data (or attribute value pairs extracted from a table). Are there any NLP/Machine learning techniques to do this? Here is what I expect. Suppose below is a sample table: col_Name: Sumeet col_year: 2011 col_winner: quiz Can this be made to something meaningful like "Sumeet won quiz in 2011"?

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  • Ubuntu 12.10 install freezes at configuring hardware

    - by Max Keener
    I'm installing Ubuntu 12.10 (64 bit) from a bootable USB stick. At first I had trouble with a black screen after selecting 'install ubuntu'. I added nomodeset and xforcevesa to the options to fix that problem. Now when installing, it hangs at 'Configuring Hardware', specifically at ubuntu ubiquity: update-initramfs: Generating /boot/initrd.img-3.5.0-17-generic Specs: Asus UX32a DB51 Intel Core i5 3317U 1.7 GHz 4GB DDR3 RAM intel hd 4000 graphics 500 GB harddrive with 25 GB sandisk ssd I'm trying to install Ubuntu by itself right now on the SSD. I made custom partitions (100 mb EFI boot partition, 4GB swap space, 20GB ext4 mounted on '/') I've tried re-downloading the ubuntu iso and creating a new boot image on my flash drive and it results in the same problem. Thanks in advance for the help!

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  • Is it possible to develop apps with Kendo UI to submit to iOS App Store?

    - by Farshid
    The number of platforms I have to develops apps for is increasing and It brings me lots of stress to learn new technologies for each target platform. I found out that Telerik's Kendo UI is very good to build websites that look and feel native on mobile platforms (e.g. iOS and Android). My question is, is it possible to build HTML5 apps to deploy them on iTunes App Store and Google Play? Please note that I am eager to know the possibility of creating apps (complete apps bundled in standard format of Apple and Google for distribution in their respective mobile app markets) but not websites.

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  • Data structures for storing finger/stylus movements in drawing application?

    - by mattja?øb
    I have a general question about creating a drawing application, the language could be C++ or ObjectiveC with OpenGL. I would like to hear what are the best methods and practices for storing strokes data. Think of the many iPad apps that allow you to draw with your finger (or a stylus) or any other similar function on a desktop app. To summarize, the data structure must: be highly responsive to the movement store precise values (close in space / time) usable for rendering the strokes with complex textures (textures based on the dynamic of the stroke etc) exportable to a text file for saving/loading

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  • Preseed Ubuntu installation with full disk encryption

    - by user249264
    I am trying to set up Ubuntu full disk encryption using preseeding. I was able to set things up correctly following the preseed file presented here. But I do not want to provide the default password in the preseed file. Is there a way to let ubiquity fall to the screen that asks for the encryption passphrase just like it does when the username is not provided in the preseed file? When I try to leave the passphrase option empty in the preseed file, I get an error in the installer saying "An error occured while creating the keyfile".

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  • Increasing Ubuntu (12.04) partition size

    - by Anatoli
    I'm running a dual boot Windows XP/Ubuntu system, and I'd like to increase the size of the Ubuntu partition at the expense of the Windows partition. I've already shrunk the Windows partition, creating a large unallocated space between the Windows and Ubuntu partitions (See linked GParted screenshot). http://s17.postimage.org/5ppnrrnot/GParted.png I'd like to move my Ubuntu partition to the start of the unallocated space, and then increase its size to encompass all of the unallocated space. Once I try and move it (Using the GParted live cd), it tells me to expect big GRUB issues since I'm moving my Ubuntu partition's start sector. What is it that I should expect, and how do I handle it? With thanks, Anatoli

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  • In a multiplayer game, should I store the list of character names on the Player class?

    - by Gökhan Nas
    I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on Player class that keeps created player names but it confused me. It will tell me name is valid or unvalid depends on the other players has this name. Questions; Does implementation does make sense ? If i have 1000 players, is it means it consumes 1000 times of memory of this list? Or it just consume as like there is one? What is your suggestion for place that I can keep player name list? A new class?

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  • How to generate "language-safe" UUIDs?

    - by HappyDeveloper
    I always wanted to use randomly generated strings for my resources' IDs, so I could have shorter URLs like this: /user/4jz0k1 But I never did, because I was worried about the random string generation creating actual words, eg: /user/f*cker. This brings two problems: it might be confusing or even offensive for users, and it could mess with the SEO too. Then I thought all I had to do was to set up a fixed pattern like adding a number every 2 letters. I was very happy with my 'generate_safe_uuid' method, but then I realized it was only better for SEO, and worse for users, because it increased the ratio of actual words being generated, eg: /user/g4yd1ck5 Now I'm thinking I could create a method 'replace_numbers_with_letters', and check that it haven't formed any words against a dictionary or something. Any other ideas? ps. As I write this, I also realized that checking for words in more than one language (eg: english and french, spanish, etc) would be a mess, and I'm starting to love numbers-only IDs again.

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  • No dual boot menu

    - by Christian Galo
    I formatted all of my disk and installed Ubuntu on my computer. I immediately partitioned, from an Ubuntu live CD, my hard drive, creating an NTFS partition for for Windows. After successfully doing so, I went on to install windows 8.1. After I installed Windows 8 in the new partition and turned off my PC and turned it on again the option to chose which Operating system I wanted to use didn't appear, loading Windows like if Ubuntu didn't exist. How can I have the option to chose which operating system I want to run or at least from which partition to boot from when I start my computer? EVERYTHING IS OKAY WITH MY OPERATING SYSTEM The only thing I need is for ubuntu to appear as an option on the boot menus

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