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  • Stacks in C++

    - by MarkPearl
    So some more basics… One of the things you will be taught at any college after conquering arrays is different derivatives of collections. Stack is one of the simplest of those and very useful… A stack is a LIFO (last in first out) data structure and has at least two basic method calls – push & pop. Push, “pushes” an item on the top of the stack. Pop, removes the top most item off the stack. Because all elements on a stack are of the same type, one can use an array to implement a stack or a linked list. With the array based approach, the first element in a stack would be the first element in the array, the second on the stack would be the second on the array, etc. One limitation with an array implementation of a stack is that unless the array is dynamic, one would have to have a preset max stack size (based on the bounds of the array). Linked lists is another approach that gets past this boundary by allowing you to dynamically grow or shrink a collection of data. Stacks have many applications… a typical computer science example would be Postfix Expression Calculator, where the LIFO principle is maintained.

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  • Breakout ball collision detection, bouncing against the walls

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks

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  • rel="nofollow" SEO impact

    - by Torez
    I saw a technique used where there was a block with three parts: 1. Image (wrapped in an anchor tag) 2. Heading (anchor tag with heading text) 3. Paragraph (regular p tag with synopsis content) e.g. <li class="block"> <a rel="nofollow" class="thumb" href="#"><img src="images/placeholder_service_thumbnail.jpg" alt="" /></a> <a class="h3" href="#"Good SEO Heading</a> <pPellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Vestibulum tortor quam, feugiat vitae, ultricies eget, tempor sit amet, ante. Donec eu...</p> </li> With the image tag there was a rel="nofollow" on the wrapped anchor tag. So the idea is that the users still has the ability to click the image and go to the details page, but the image link does not rank. When users click on the heading text, that is only what ranks for that specific page. Q: Is this the correct approach? Does this even do anything? What is the best practice?

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  • Dealing with curly brace soup

    - by Cyborgx37
    I've programmed in both C# and VB.NET for years, but primarily in VB. I'm making a career shift toward C# and, overall, I like C# better. One issue I'm having, though, is curly brace soup. In VB, each structure keyword has a matching close keyword, for example: Namespace ... Class ... Function ... For ... Using ... If ... ... End If If ... ... End If End Using Next End Function End Class End Namespace The same code written in C# ends up very hard to read: namespace ... { class ... { function ... { for ... { using ... { if ... { ... } if ... { ... } } } // wait... what level is this? } } } Being so used to VB, I'm wondering if there's a technique employed by c-style programmers to improve readability and to ensure that your code ends up in the correct "block". The above example is relatively easy to read, but sometimes at the end of a piece of code I'll have 8 or more levels of curly braces, requiring me to scroll up several pages to figure out which brace ends the block I'm interested in.

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  • Rope Colliding with a Rectangle

    - by Colton
    I have my rope, and I have my rectangles. The rope is similar to the implementation found here: http://nehe.gamedev.net/tutorial/rope_physics/17006/ Now, I want to make the rope properly collide with the rectangle such that the rope will not pass through a rectangle, and wrap around the rectangle and all that good stuff. Currently, I have it set so no rope node can pass through a rect (successfully), however, this means a rope segment can still pass through a block. Ex: So the question is, what can I do to fix this? What I have tried: I create a rectangle between two nodes of a rope, calculate rotation between the nodes, and get myself a transformed rectangle. I can successfully detect a collision between rope segments and a (non-transformed) rectangle. Create a new node or pivot point around the corner of the block, and rearrange nodes to point to the corner node. Trouble is determining what corner the rope segment is passing through. And then the current rope setup goes wonky (based on verlet integration, so a sudden change in position causes the rope to wiggle like a seismograph during a magnitude 8 earth quake.) Among other issues that might be solvable, but its turning into a case by case thing, which doesn't seem right. I think the best answer here would just be a link to a tutorial (I simply can't find any, most lead to box2D or farseer, but I want to at least learn how it works before I hide behind an engine).

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  • Creating floppy drive special devices under Quantal

    - by JCCyC
    First, I'd like for the various special devices for different floppy capacities (like /dev/fd0u720 etc.) to be available. I tried to adapt some udev rules I found online. I tried this, which I saved as /etc/udev/rules.d/70-persistent-floppy.rules: # change floppy device ownership and permissions # default permissions are 640, which prevents group users from having write access # first fix primary devices (/dev/fd0, /dev/fd1, etc.) # also change group ownership from disk to floppy SUBSYSTEM=="block", KERNEL=="fd[0-9]*", GROUP="floppy", MODE="0660" # next recreate secondary devices (/dev/fd0u720, /dev/fd0u1440, etc.) SUBSYSTEM=="block", KERNEL=="fd[0-9]*", ACTION=="add", RUN+="create_floppy_devices -c -t $attr{cmos} -m %M -M 0660 -G floppy $root/%k" But to no avail. It seems the create_floppy_devices script isn't provided with 12.10. How do I obtain it? Second: I'm using MATE, and whenever I log in I get a message box saying it tried to mount the drive but failed. How do I disable this? Third (which is probably related to the second): Whenever there's a disk in the drive, the motor won't stop spinning. If I do a mdir of it, after it returns, the motor stops, and then starts again. I suspect there's some process in MATE doing this. UPDATE: For CentOS 6 (who does have a create_floppy_devices program) the following rules file worked. Saved as /etc/udev/rules.d/98-floppy.rules: # change floppy device ownership and permissions # default permissions are 640, which prevents group users from having write access # first fix primary devices (/dev/fd0, /dev/fd1, etc.) # also change group ownership from disk to floppy KERNEL=="fd[0-9]*", GROUP="floppy", MODE="0660" # next recreate secondary devices (/dev/fd0u720, /dev/fd0u1440, etc.) # drive A: is type 4 (1.44MB) - add other lines for other drives KERNEL=="fd0*", ACTION=="add", RUN+="/lib/udev/create_floppy_devices -c -t 4 -m %M -M 0660 -G floppy $root/%k"

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  • Can't detect collision properly using Rectangle.Intersects()

    - by Daniel Ribeiro
    I'm using a single sprite sheet image as the main texture for my breakout game. The image is this: My code is a little confusing, since I'm creating two elements from the same Texture using a Point, to represent the element size and its position on the sheet, a Vector, to represent its position on the viewport and a Rectangle that represents the element itself. Texture2D sheet; Point paddleSize = new Point(112, 24); Point paddleSheetPosition = new Point(0, 240); Vector2 paddleViewportPosition; Rectangle paddleRectangle; Point ballSize = new Point(24, 24); Point ballSheetPosition = new Point(160, 240); Vector2 ballViewportPosition; Rectangle ballRectangle; Vector2 ballVelocity; My initialization is a little confusing as well, but it works as expected: paddleViewportPosition = new Vector2((GraphicsDevice.Viewport.Bounds.Width - paddleSize.X) / 2, GraphicsDevice.Viewport.Bounds.Height - (paddleSize.Y * 2)); paddleRectangle = new Rectangle(paddleSheetPosition.X, paddleSheetPosition.Y, paddleSize.X, paddleSize.Y); Random random = new Random(); ballViewportPosition = new Vector2(random.Next(GraphicsDevice.Viewport.Bounds.Width), random.Next(GraphicsDevice.Viewport.Bounds.Top, GraphicsDevice.Viewport.Bounds.Height / 2)); ballRectangle = new Rectangle(ballSheetPosition.X, ballSheetPosition.Y, ballSize.X, ballSize.Y); ballVelocity = new Vector2(3f, 3f); The problem is I can't detect the collision properly, using this code: if(ballRectangle.Intersects(paddleRectangle)) { ballVelocity.Y = -ballVelocity.Y; } What am I doing wrong?

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  • Uses of persistent data structures in non-functional languages

    - by Ray Toal
    Languages that are purely functional or near-purely functional benefit from persistent data structures because they are immutable and fit well with the stateless style of functional programming. But from time to time we see libraries of persistent data structures for (state-based, OOP) languages like Java. A claim often heard in favor of persistent data structures is that because they are immutable, they are thread-safe. However, the reason that persistent data structures are thread-safe is that if one thread were to "add" an element to a persistent collection, the operation returns a new collection like the original but with the element added. Other threads therefore see the original collection. The two collections share a lot of internal state, of course -- that's why these persistent structures are efficient. But since different threads see different states of data, it would seem that persistent data structures are not in themselves sufficient to handle scenarios where one thread makes a change that is visible to other threads. For this, it seems we must use devices such as atoms, references, software transactional memory, or even classic locks and synchronization mechanisms. Why then, is the immutability of PDSs touted as something beneficial for "thread safety"? Are there any real examples where PDSs help in synchronization, or solving concurrency problems? Or are PDSs simply a way to provide a stateless interface to an object in support of a functional programming style?

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  • Hibernation to a swap file 12.04, fragfile output

    - by MrHug10
    I've been trying for some time now, to get hibernation working in Ubuntu 12.04 on my Dell XPS17. I dualboot Windows 7 and Ubuntu, each having their own partition and one shared partition for all my data and documents. As I would like to be able to swtich from ubuntu to windows without losing all the things I was currently doing in Ubuntu, I would like to be able to use hibernation. In order to achieve this I've followed the information at http://ubuntuforums.org/showthread.php?t=1042946. Only instead of creating my swap file on my linux partition (which is formatted: ext4), I've chosen to create one on my shared partition (which is formatted: ntfs). There is a problem with this though (at least, that's what I think the problem is), because when I call: sudo filefrag -v /media/data/Ubuntu_Swap_Space/6GiB.swap, I get the following output: Filesystem type is: 65735546 File size of /media/Data/Ubuntu_Swap_Space/6GiB.swap is 6442450944 (1572864 blocks, blocksize 4096) Discontinuity: Block 22 is at 25829097 (was 232498) /media/Data/Ubuntu_Swap_Space/6GiB.swap: 2 extents found So I'm not sure what I need to fill in as an offset to follow the rest of the earlier mentioned information. I've tried both the location of block 22 and the number that is listed after that, but when I then try sudo pm-hibernate nothing happens and this shows up in my /var/log/pm-suspend.log s2disk: Could not use the resume device (try swapon -a). Reason: No such device Hope someone can help me out with this! If you need more information about anything, please let me know!

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  • Set up a GUI managed firewall for other machines?

    - by Azendale
    What ways are there of setting up a firewall for traffic routed for other machines whose rules can be managed by a GUI? Can GUFW do it? FireStarter? (or should that be avoided because it is supposedly no longer updated?) *By filtering, I'm mean the traffic I am setting rules up for is not destined for this computer. It is either from or to other computers on my LAN. Say, for (a simplified, hypothetical) example: I have an ethernet connection at my dorm that I have plugged into eth0. It gets an address of 192.168.1.185 and I also have 192.168.185.0/24 routed to me, so I don't have to do any NAT. I have a hub attached to my second ethernet port (eth1) with a few Windows computers and I give addresses out of my 192.168.185.0/24 block with DHCP. How can I use my Ubuntu box to block incoming connections from eth0 that are being routed to my Windows computers and let through just a few specific ports (so fellow students can't see what files my Windows boxes are sharing via SMB)?

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  • Capturing BizTalk 2004 SQLAdapter failures

    - by DanBedassa
    I was recently working on a BizTalk 2004 project where I encountered an issue with capturing exceptions (inside my orchestration) occurring from an external source. Like database server down, non-existing stored procedure, …   I thought I might write-up this in case it might help someone …   To reproduce an issue, I just rename the database to something different.   The orchestration was failing at the point where I make a SQL request via a Response-Request Port. The exception handlers were bypassed but I can see a warning in the event log saying: "The adapter failed to transmit message going to send port "   After scratching my head for a while (as a newbie to BTS 2004) to find a way to catch the exceptions from the SQLAdapter in an orchestration, here is the solution I had.   ·         Put the Send and Receive shapes inside a Scope shape ·         Set the Scope’s transaction type to “Long Running” ·         Add a Catch block expecting type “System.Exception” ·         Set the “Delivery Notification” of the associated Port to “Transmitted” ·         Change the “Retry Count” of the associated port to 0 (This will make sure BizTalk will raise the exception, instead of a warning, and you can capture that) ·         Now capture and do whatever with the exception inside the Catch block

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  • Why do we have to use break in switch

    - by trejder
    Who decided, and basing on what concepts, that switch construction (in many languages) has to be, like it is? Why do we have to use break in each statement? Why do we have to write something like this: switch(a) { case 1: result = 'one'; break; case 2: result = 'two'; break; default: result = 'not determined'; break; } I've noticed this construction in PHP and JS, but there are probably many other languages that uses it. If switch is an alternative of if, why we can't use the same construction for switch, as for if? I.e.: switch(a) { case 1: { result = 'one'; } case 2: { result = 'two'; } default: { result = 'not determined'; } } It is said, that break prevents execution of a blocks following current one. But, does someone really run into situation, where there was any need for execution of current block and following ones? I didn't. For me, break is always there. In every block. In every code.

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  • What's the best way to compare blocks in a matching game that can be multiple colors?

    - by Ryan Detzel
    I have a match 3-4 game and the blocks can be one of 7 colors. There are an addition 7 blocks that are a mix of the original 7 colors so for example there is a red and blue block and there is also a red/blue block which can be matched with either the red or the blue. My original thought is just to use binary operations so. int red = 0x000000001; int blue = 0x000000010; int redblue = 0x000000011; Then just do an & operation so see if they match. Does this sound like a decent plan or am I over complicating it? edit: Better yet so it's more readable. int red = 1; int blue = 2; int red_blue = 3; int yellow = 4; int red_yellow = 5; maybe as defines or static vars?

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  • Repair ext4 filesystem on USB drive

    - by phineas
    Yet another filesystem question. I wanted to use a USB drive that I hadn't mounted for a month or so and was surprised by the fact Ubuntu was unable to mount it. I looked it up in the disk utility and it said it discovered a device with 17 MB instead of 2 GB. The hardware looks intact, I hope for the best for repairing the ext4 filesystem. I followed the instructions from HOWTO: Repair a broken Ext4 Superblock in Ubuntu, but I wasn't successful. # fsck.ext4 -v /dev/sdb e2fsck 1.42.5 (29-Jul-2012) ext2fs_open2: Bad magic number in super-block fsck.ext4: Superblock invalid, trying backup blocks... fsck.ext4: Bad magic number in super-block while trying to open /dev/sdb The superblock could not be read or does not describe a correct ext2 filesystem. If the device is valid and it really contains an ext2 filesystem (and not swap or ufs or something else), then the superblock is corrupt, and you might try running e2fsck with an alternate superblock: e2fsck -b 8193 Filesystem blocks are invalid, however when I run the recommended solution to try the alternate superblock, I get the following output: # e2fsck -b 8193 /dev/sdb e2fsck 1.42.5 (29-Jul-2012) e2fsck: Invalid argument while trying to open /dev/sdb plus the same error message as in the last paragraph above. Any ideas how to recover the drive? Thank you very much! Edit: testdisk won't help. I'm still stunned why the tools only discover 17 MB.

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  • Consecutive verse Parallel Nunit Testing

    - by Jacobm001
    My office has roughly ~300 webpages that should be tested on a fairly regular basis. I'm working with Nunit, Selenium, and C# in Visual Studio 2010. I used this framework as a basis, and I do have a few working tests. The problem I'm running into is is that when I run the entire suite. In each run, a random test(s) will fail. If they're run individually, they will all pass. My guess is that Nunit is trying to run all 7 tests at the same time and the browser can't support this for obvious reasons. Watching the browser visually, this does seem to be the case. Looking at the screenshot below, I need to figure out a way in which the tests under Index_Tests are run sequentially, not in parallel. errors: Selenium2.OfficeClass.Tests.Index_Tests.index_4: OpenQA.Selenium.NoSuchElementException : Unable to locate element: "method":"id","selector":"textSelectorName"} Selenium2.OfficeClass.Tests.Index_Tests.index_7: OpenQA.Selenium.NoSuchElementException : Unable to locate element: "method":"id","selector":"textSelectorName"} example with one test: using OpenQA.Selenium; using NUnit.Framework; namespace Selenium2.OfficeClass.Tests { [TestFixture] public class Index_Tests : TestBase { public IWebDriver driver; [TestFixtureSetUp] public void TestFixtureSetUp() { driver = StartBrowser(); } [TestFixtureTearDown] public void TestFixtureTearDown() { driver.Quit(); } [Test] public void index_1() { OfficeClass index = new OfficeClass(driver); index.Navigate("http://url_goeshere"); index.SendKeyID("txtFiscalYear", "input"); index.SendKeyID("txtIndex", ""); index.SendKeyID("txtActivity", "input"); index.ClickID("btnDisplay"); } } }

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  • You may be tempted by IaaS, but you should PaaS on that or your database cloud journey will be a short one

    - by B R Clouse
    Before we examine Consolidation, the next step in the journey to cloud, let's take a short detour to address a critical choice you will face at the outset of your journey: whether to deploy your databases in virtual machines or not. A common misconception we've encountered is the belief that moving to cloud computing can be accomplished by simply hosting one's current operating environment as-is within virtual machines, and then stacking those VMs together in a consolidated environment.  This solution is often described as "Infrastructure as a Service" (IaaS) because the building block for deployments is a VM, which behaves like a full complement of infrastructure.  This approach is easy to understand and may feel like a good first step, but it won't take your databases very far in the journey to cloud computing.  In fact, if you follow the IaaS fork in the road, your journey will end quickly, without realizing the full benefits of cloud computing.  The better option to is to rationalize the deployment stack so that VMs are needed only for exceptional cases.  By settling on a standard operating system and patch level, you create an infrastructure that potentially all of your databases can share.  Now, the building block will be database instances or possibly schemas within databases.  These components are the platforms on which you will deploy workloads, hence this is known as "Platform as a Service" (PaaS). PaaS opens the door to higher degrees of consolidation than IaaS, because with PaaS you will not need to accommodate the footprint (operating system, hypervisor, processes, ...) that each VM brings with it.  You will also reduce your maintenance overheard if you move forward without the VMs and their O/Ses to patch and monitor.  So while IaaS simply shuffles complex and varied environments into VMs,  PaaS actually reduces complexity by rationalizing to the small possible set of components.  Now we're ready to look at the consolidation options that PaaS provides -- in our next blog posting.

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  • How can I read a portion of one Minecraft world file and write it into another?

    - by RapierMother
    I'm looking to read block data from one Minecraft world and write the data into certain places in another. I have a Minecraft world, let's say "TemplateWorld", and a 2D list of Point objects. I'm developing an application that should use the x and y values of these Points as x and z reference coordinates from which to read constant-sized areas of blocks from the TemplateWorld. It should then write these blocks into another Minecraft world at constant y coordinates, with x & z coordinates determined based on each Point's index in the 2D list. The issue is that, while I've found a decent amount of information online regarding Minecraft world formats, I haven't found what I really need: more of a breakdown by hex address of where/what everything is. For example, I could have the TemplateWorld actually be a .schematic file rather than a world; I just need to be able to read the bytes of the file, know that the actual block data starts always at a certain address (or after a certain instance of FF, etc.), and how it's stored. Once I know that, it's easy as pie to just read the bytes and store them.

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  • Firefox and Chrome Display "top: -5px differently"

    - by Kevin
    Using Google Web Toolkit, I have a DIV parent with a DIV and anchor children. <div class="unseen activity"> <div class = "unseen-label"/> <a href .../> </div> With the following CSS, Chrome shows the "unseen label" slightly below the anchor. which is positioned correctly in both Chrome and FireFox. However, FireFox shows the label in line with the anchor. .unseen-activity div.unseen-label { display: inline-block; position: relative; top: -5px; } and .unseen-activity a { background: url('style/images/refreshActivity.png') no-repeat; background-position: 0 2px; height: 20px; overflow: hidden; margin-left: 10px; display: inline-block; margin-top: 2px; padding-left: 20px; padding-right: 10px; position: relative; top: 2px; } Please tell me how to change my CSS so that Chrome render the label centered to the anchor. However, I need to keep FireFox happy and rendered correctly.

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  • Self-imposed lockout from program

    - by Alex
    I'm plagued with a lack of willpower. I recently started looking for solutions, and came across a program for macs called SelfControl which completely blocks one's access to a given set of websites for a given period of time (you can delete the program/restart your computer/do almost anything and it will still block those sites for the specified time period, and doesn't require a password to do it.) Unfortunately, there are no windows analogues. The one that comes the closest is Cold Turkey. It has the functionality whereby you set a time in the future, specify a list of websites (or programs - eg explorer, firefox, chrome) and you are blocked from accessing them for the whole duration. No password can undo it, no system reboot, etc. The problem is that the program is a buggy piece of garbage, and in order to ensure that you're not locked out from websites forever, you have to run an uninstaller which is just an exe file accessible at any time which completely defeats the purpose of a self-imposed program lockout. I want to make a better version of that program, or find a simple way to prevent access to a given set of programs over a given period of time with no way around it. I've only taken a few introductory courses in java (math major), but the internet is really having a negative effect on my studies, and the only way I can do work is to eliminate all distractions. What do I need to learn in order to make a program with the following properties: Given a set of .exe files, and a time in the future , this program will prevent access to the given .exe files until current time = given time restarting the computer doesn't interfere with the program, one can't uninstall the program until current time = given time, one can't create another instance of the program to block itself I don't care how much programming knowledge i need to acquire in order to make this program, so please give me a specific list of things that I need to study in order to make this happen, or if something like this exists, then please let me know.

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • Matrices: Arrays or separate member variables?

    - by bjz
    I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: Separate member variables: struct Mat4 { float m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44; // methods } A multi-dimensional array: struct Mat4 { float[4][4] m; // methods } An array of vectors struct Mat4 { Vec4[4] m; // methods } I'm guessing there would be positives and negatives to each. From 3D Math Primer for Graphics and Game Development, 2nd Edition p.155: Matrices use 1-based indices, so the first row and column are numbered 1. For example, a12 (read “a one two,” not “a twelve”) is the element in the first row, second column. Notice that this is different from programming languages such as C++ and Java, which use 0-based array indices. A matrix does not have a column 0 or row 0. This difference in indexing can cause some confusion if matrices are stored using an actual array data type. For this reason, it’s common for classes that store small, fixed size matrices of the type used for geometric purposes to give each element its own named member variable, such as float a11, instead of using the language’s native array support with something like float elem[3][3]. So that's one vote for method one. Is this really the accepted way to do things? It seems rather unwieldy if the only benefit would be sticking with the conventional math notation.

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  • how can i find my usb2rs232 driver

    - by mefmef
    i have a device that is correctly connected to my PC . but i could not see it in /dev . what does it means? is it because of not installing my drive? $ /dev ls before connecting my device: agpgart mei sda1 tty28 tty59 ttyS30 autofs mem sda2 tty29 tty6 ttyS31 block net sda5 tty3 tty60 ttyS4 bsg network_latency sda6 tty30 tty61 ttyS5 btrfs-control network_throughput serial tty31 tty62 ttyS6 bus null sg0 tty32 tty63 ttyS7 char oldmem shm tty33 tty7 ttyS8 console parport0 snapshot tty34 tty8 ttyS9 core port snd tty35 tty9 ttyUSB0 cpu ppp stderr tty36 ttyprintk uinput cpu_dma_latency psaux stdin tty37 ttyS0 urandom disk ptmx stdout tty38 ttyS1 usbmon0 dri pts tty tty39 ttyS10 usbmon1 ecryptfs ram0 tty0 tty4 ttyS11 usbmon2 fb0 ram1 tty1 tty40 ttyS12 vcs fd ram10 tty10 tty41 ttyS13 vcs1 full ram11 tty11 tty42 ttyS14 vcs2 fuse ram12 tty12 tty43 ttyS15 vcs3 hidraw0 ram13 tty13 tty44 ttyS16 vcs4 hpet ram14 tty14 tty45 ttyS17 vcs5 input ram15 tty15 tty46 ttyS18 vcs6 kmsg ram2 tty16 tty47 ttyS19 vcsa log ram3 tty17 tty48 ttyS2 vcsa1 loop0 ram4 tty18 tty49 ttyS20 vcsa2 loop1 ram5 tty19 tty5 ttyS21 vcsa3 loop2 ram6 tty2 tty50 ttyS22 vcsa4 loop3 ram7 tty20 tty51 ttyS23 vcsa5 loop4 ram8 tty21 tty52 ttyS24 vcsa6 loop5 ram9 tty22 tty53 ttyS25 vga_arbiter loop6 random tty23 tty54 ttyS26 zero loop7 rfkill tty24 tty55 ttyS27 lp0 rtc tty25 tty56 ttyS28 mapper rtc0 tty26 tty57 ttyS29 mcelog sda tty27 tty58 ttyS3 $ /dev ls after connecting my device: agpgart mei sda1 tty28 tty59 ttyS30 autofs mem sda2 tty29 tty6 ttyS31 block net sda5 tty3 tty60 ttyS4 bsg network_latency sda6 tty30 tty61 ttyS5 btrfs-control network_throughput serial tty31 tty62 ttyS6 bus null sg0 tty32 tty63 ttyS7 char oldmem shm tty33 tty7 ttyS8 console parport0 snapshot tty34 tty8 ttyS9 core port snd tty35 tty9 ttyUSB0 cpu ppp stderr tty36 ttyprintk ttyUSB1 cpu_dma_latency psaux stdin tty37 ttyS0 uinput disk ptmx stdout tty38 ttyS1 urandom dri pts tty tty39 ttyS10 usbmon0 ecryptfs ram0 tty0 tty4 ttyS11 usbmon1 fb0 ram1 tty1 tty40 ttyS12 usbmon2 fd ram10 tty10 tty41 ttyS13 vcs full ram11 tty11 tty42 ttyS14 vcs1 fuse ram12 tty12 tty43 ttyS15 vcs2 hidraw0 ram13 tty13 tty44 ttyS16 vcs3 hpet ram14 tty14 tty45 ttyS17 vcs4 input ram15 tty15 tty46 ttyS18 vcs5 kmsg ram2 tty16 tty47 ttyS19 vcs6 log ram3 tty17 tty48 ttyS2 vcsa loop0 ram4 tty18 tty49 ttyS20 vcsa1 loop1 ram5 tty19 tty5 ttyS21 vcsa2 loop2 ram6 tty2 tty50 ttyS22 vcsa3 loop3 ram7 tty20 tty51 ttyS23 vcsa4 loop4 ram8 tty21 tty52 ttyS24 vcsa5 loop5 ram9 tty22 tty53 ttyS25 vcsa6 loop6 random tty23 tty54 ttyS26 vga_arbiter loop7 rfkill tty24 tty55 ttyS27 zero lp0 rtc tty25 tty56 ttyS28 mapper rtc0 tty26 tty57 ttyS29 mcelog sda tty27 tty58 ttyS3

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  • Blocking popups and ads

    - by user74364
    I'm having a fight with ads, popups and tracking cookies. But i'm having some issues. Software used: Chromium 18.0.1025.168 Extensions used: Adblock Plus (Beta)1.2 AdBlock+ Element Hiding Helper1.1.9.18 Better Pop Up Blocker2.1.6 Ghostery3.0.0 With this configuration, i'm always getting this error: Warning: This extension failed to modify a network request because the modification conflicted with another extension. I know if i disable "better popup", this goes away. It's perfectly normal, due to those extensions trying to block the same things. Problem is, i can't live without all of them! Can anyone advise me about some good configuration? Can't live without adblock plus, because i hate ads. Betterpopup blocker is essential too (believe me, chrome doesn't block a lot of popups, and i have a website or 2 that can proove that.) And ghostery is a must... i can't bare the idea of being tracked all the time by some companies. So i'm kinda lost here! everything is needed, but they conflict with each other. i mean, it has to exist a perfect combination out there, i know i'm not the only one hating the privacy issues nowadays! really thankful for any tips guys

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  • Binding in the view or the controller?

    - by da_b0uncer
    I've seen 2 different approaches with MVC on the web. One, like in ExtJS, is to bind the callbacks to the view via the controller. Finding every element on the view and adding the functionallity. The other, like in angular.js and in the lift-framework server-side, too, is to bind in the views and just write the functionallity in the controller. Which is better and cleaner? The ExtJS approach has dumb views and all the logic in the controller. Which seems clean to me. I had problems with global IDs for GUI-elements or relative navigation to GUI-elements in this approach. When I changed the view, the controller couldn't find the buttons anymore or I had multiple instances of one button with the same ID on a single application, because of the global ID. But I solved this with IDs that are only global in a view and can be on the application multiple times. So I could mess with the (dumb) views layout and design and the functionallity wouldn't break. The angular.js approach with the bindings in the view don't has the problem with global IDs. Also, the person who changes something in the view layout has to know the IDs anyway, so the controller can put the data at the right spot. So if I write <a ng-click="doThis()" /> for angular.js and implement doThis() or <a lid="buttonwhichdoesthis" /> for extjs and find the element with the local id and add doThis() as handler on the controller side, seems to be not so different. The only thing is, the second one has one more layer of indirection, which seems cleaner. The first one seems somehow to cost less effort.

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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