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  • IDC report - Highlights from Oracle OpenWorld 2012: Oracle Database 12c and Oracle Exadata X3

    - by Javier Puerta
    In December 2012, IDC has published "Highlights from Oracle OpenWorld 2012: Oracle Database 12c and Oracle Exadata X3" IDC provides a concise description of the technical and business benefits of Exadata X3 and Oracle Database 12c (focusing on Pluggable Databases) IDC states:  “The announced technologies [X3 & 12c] enhance Oracle’s position as an innovator that continues to enhance the value delivered to customers”   You can download the full report here.  (Oracle has purchased electronic distribution rights to this research note. Electronic rights expire in June 2013.)

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  • How to detect if a placement would be empty (Doubleclick for Publishers)?

    - by EricSchaefer
    I want to use DFP for my ads. To display an ad I am calling GA_googleFillSlot(). My understanding of this is, that this function injects the ad code at the position where the JS call is placed. How can I detect if the placement is empty, e.g. no banner code will be injected because there is currently no banner. I need to know because the surrounding html needs to be adapted. Any ideas? Edit: Alternatively, is it possible to alter the injected html elements? DFP injects a div with id="google_ads_div_$PLACEMENT_ID". Is it possible to add a class attribute?

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  • Do the best developers look for a better job, or a better job finds them?

    - by Vasil Remeniuk
    As an example, one of the JavaPosse (popular Java podcast) hosts, Tor Norbey, has recently moved from Oracle to Google, and I'm more that sure that he has been lured (he definitely has not been sending his CV to Google). The rumor has it that 'high-level' developers are never hired through the job-sites. So, (given that you're a good developer) when you what to hold an appealing position in the company that interests you, and invest a lot of time into increasing your online-presence and self-branding blogging, twitting, contributing to opensource, actively participating in community sites (e.g., Stackoverflow), should you send your CVs here and there or just wait for proposals?

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  • Got a contract to hire offer

    - by user23838
    I just got a contract to hire position with a local company. They are paying 28/hour. I just graduated from college. They said they will take me in full-time after 6 months. Should I ask for more money? I wanted somewhere between 60-70k. But this offer has no benefits, no paid holidays. They said they hired couple of entry level people for the same amount of money. So, they want to keep the rate the same. Should I negotiate with the recruiter harder? Thanks

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  • Rotate sphere in Javascript / three.js while moving on x/z axes

    - by kaipr
    I have a sphere/ball in three.js which I want to "roll" arround on a x/z axis. For the z axe I could simply do this no matter what the current x and y rotation is: sphere.roll_z = function(distance) { sphere.position.z += distance; sphere.rotation.x += distance > 0 ? 0.05 : -0.05; } But how can I roll it along the x axe? And how could I properly do the roll_z? I've found a lot about quateration and matrixes, but I can't figure out how to use them properly to achieve my (rather simple) goal. I'm aware that I have to update multiple rotations and that I have to calculate how far to rotate the sphere to match the distance, but the "how" is the question. It's probably just lack of mathematical skills which I should train, but a working example/short explanation would help alot to start with.

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  • Raycasting mouse coordinates to rotated object?

    - by SPL
    I am trying to cast a ray from my mouse to a plane at a specified position with a known width and length and height. I know that you can use the NDC (Normalized Device Coordinates) to cast ray but I don't know how can I detect if the ray actually hit the plane and when it did. The plane is translated -100 on the Y and rotated 60 on the X then translated again -100. Can anyone please give me a good tutorial on this? For a complete noob! I am almost new to matrix and vector transformations.

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  • Tool for creating Spritesheet? and Tips

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • Jr developer report bug to potential future boss [on hold]

    - by Cryptoforce
    I applied for a Web developer job in Quebec City, and they called me back for a phone interview. Everything went well, it last for over a hours, and at the end they ask me to send code simple and a portfolio, but in my research about the company and their products I found a PHP error(bug) in their app. Should I tell them or I would that make me look like a total jerk and blow my chance for a interview? I know it might sound stupid. As a junior developer I did 2 interviews they didn't go so well. I am very interested in this position part of my question is like a big lack of confidence so to make it short should I tell them about where is the error and how to fix it? Thanks

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  • Working with packed dates in SSIS

    - by Jim Giercyk
    One of the challenges recently thrown my way was to read an EBCDIC flat file, decode packed dates, and insert the dates into a SQL table.  For those unfamiliar with packed data, it is a way to store data at the nibble level (half a byte), and was often used by mainframe programmers to conserve storage space.  In the case of my input file, the dates were 2 bytes long and  represented the number of days that have past since 01/01/1950.  My first thought was, in the words of Scooby, Hmmmmph?  But, I love a good challenge, so I dove in. Reading in the flat file was rather simple.  The only difference between reading an EBCDIC and an ASCII file is the Code Page option in the connection manager.  In my case, I needed to use Code Page 1140 for EBCDIC (I could have also used Code Page 37).       Once the code page is set correctly, SSIS can understand what it is reading and it will convert the output to the default code page, 1252.  However, packed data is either unreadable or produces non-alphabetic characters, as we can see in the preview window.   Column 1 is actually the packed date, columns 0 and 2 are the values in the rest of the file.  We are only interested in Column 1, which is a 2 byte field representing a packed date.  We know that 2 bytes of packed data can be stored in 1 byte of character data, so we are working with 4 packed digits in 2 character bytes.  If you are confused, stay tuned….this will make sense in a minute.   Right-click on your Flat File Source shape and select “Show Advanced Editor”. Here is where the magic begins. By changing the properties of the output columns, we can access the packed digits from each byte. By default, the Output Column data type is DT_STR. Since we want to look at the bytes individually and not the entire string, change the data type to DT_BYTES. Next, and most important, set UseBinaryFormat to TRUE. This will write the HEX VALUES of the output string instead of writing the character values.  Now we are getting somewhere! Next, you will need to use a Data Conversion shape in your Data Flow to transform the 2 position byte stream to a 4 position Unicode string containing the packed data.  You need the string to be 4 bytes long because it will contain the 4 packed digits.  Here is what that should look like in the Data Conversion shape: Direct the output of your data flow to a test table or file to see the results.  In my case, I created a test table.  The results looked like this:     Hold on a second!  That doesn't look like a date at all.  No, of course not.  It is a hex number which represents the days which have passed between 01/01/1950 and the date.  We have to convert the Hex value to a decimal value, and use the DATEADD function to get a date value.  Luckily, I have created a function to convert Hex to Decimal:   -- ============================================= -- Author:        Jim Giercyk -- Create date: March, 2012 -- Description:    Converts a Hex string to a decimal value -- ============================================= CREATE FUNCTION [dbo].[ftn_HexToDec] (     @hexValue NVARCHAR(6) ) RETURNS DECIMAL AS BEGIN     -- Declare the return variable here DECLARE @decValue DECIMAL IF @hexValue LIKE '0x%' SET @hexValue = SUBSTRING(@hexValue,3,4) DECLARE @decTab TABLE ( decPos1 VARCHAR(2), decPos2 VARCHAR(2), decPos3 VARCHAR(2), decPos4 VARCHAR(2) ) DECLARE @pos1 VARCHAR(1) = SUBSTRING(@hexValue,1,1) DECLARE @pos2 VARCHAR(1) = SUBSTRING(@hexValue,2,1) DECLARE @pos3 VARCHAR(1) = SUBSTRING(@hexValue,3,1) DECLARE @pos4 VARCHAR(1) = SUBSTRING(@hexValue,4,1) INSERT @decTab VALUES (CASE               WHEN @pos1 = 'A' THEN '10'                 WHEN @pos1 = 'B' THEN '11'               WHEN @pos1 = 'C' THEN '12'               WHEN @pos1 = 'D' THEN '13'               WHEN @pos1 = 'E' THEN '14'               WHEN @pos1 = 'F' THEN '15'               ELSE @pos1              END, CASE               WHEN @pos2 = 'A' THEN '10'                 WHEN @pos2 = 'B' THEN '11'               WHEN @pos2 = 'C' THEN '12'               WHEN @pos2 = 'D' THEN '13'               WHEN @pos2 = 'E' THEN '14'               WHEN @pos2 = 'F' THEN '15'               ELSE @pos2              END, CASE               WHEN @pos3 = 'A' THEN '10'                 WHEN @pos3 = 'B' THEN '11'               WHEN @pos3 = 'C' THEN '12'               WHEN @pos3 = 'D' THEN '13'               WHEN @pos3 = 'E' THEN '14'               WHEN @pos3 = 'F' THEN '15'               ELSE @pos3              END, CASE               WHEN @pos4 = 'A' THEN '10'                 WHEN @pos4 = 'B' THEN '11'               WHEN @pos4 = 'C' THEN '12'               WHEN @pos4 = 'D' THEN '13'               WHEN @pos4 = 'E' THEN '14'               WHEN @pos4 = 'F' THEN '15'               ELSE @pos4              END) SET @decValue = (CONVERT(INT,(SELECT decPos4 FROM @decTab)))         +                 (CONVERT(INT,(SELECT decPos3 FROM @decTab))*16)      +                 (CONVERT(INT,(SELECT decPos2 FROM @decTab))*(16*16)) +                 (CONVERT(INT,(SELECT decPos1 FROM @decTab))*(16*16*16))     RETURN @decValue END GO     Making use of the function, I found the decimal conversion, added that number of days to 01/01/1950 and FINALLY arrived at my “unpacked relative date”.  Here is the query I used to retrieve the formatted date, and the result set which was returned: SELECT [packedDate] AS 'Hex Value',        dbo.ftn_HexToDec([packedDate]) AS 'Decimal Value',        CONVERT(DATE,DATEADD(day,dbo.ftn_HexToDec([packedDate]),'01/01/1950'),101) AS 'Relative String Date'   FROM [dbo].[Output Table]         This technique can be used any time you need to retrieve the hex value of a character string in SSIS.  The date example may be a bit difficult to understand at first, but with SSIS becoming the preferred tool for enterprise level integration for many companies, there is no doubt that developers will encounter these types of requirements with regularity in the future. Please feel free to contact me if you have any questions.

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Calculating instantaneous speed and acceleration for a simple Car software model

    - by Dylan
    I am trying to model a speedometer and tachometer for a simple software model of a car dashboard. I want this to be relatively simple, so for my purposes I won't likely simulate variables such as drag (or, assume that drag is a constant). But I would like to know the general formulas for: 1) Calculating the RPM, depending on a position of a graphical slider representing the accelerator. 2) Using this information to find the instantaneous speed (or, magnitude of instantaneous velocity?). I am not sure, in the case of 2), what other independent variables I need to consider. Do I need to consider the frequency of rotation of the wheels (assuming a fixed radius), in addition to the RPM? If anyone can give me a rough explanation plus relevant formulas, or alternatively direct me to other trusted resources online (I have had a hard time sifting through info and determining the accuracy), it would be much appreciated.

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  • Rotation based on x coordinate and x velocity?

    - by Lewis
    -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { float deceleration = 0.3f, sensitivity = 8.0f, maxVelocity = 150; // adjust velocity based on current accelerometer acceleration playerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity; // we must limit the maximum velocity of the player sprite, in both directions (positive & negative values) playerVelocity.x = fmaxf(fminf(playerVelocity.x, maxVelocity), -maxVelocity); } Hi, I want to rotate my sprite based on the velocity and accelerometer input. My sprite can move along the X axis like so: <--------- sprite ----------- But it always faces forwards, if it is moving left I want it to point slightly to the left, the degree of how far it is pointing to be judged from the velocity. This should also work for the right. I tried using atan but as the y velocity and position is always the same the function returns 0, which doesn't rotate it at all. Any ideas? Regards, Lewis.

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  • Adobe-Flash-plugin freezes when skipping ahead

    - by piedro
    I am using Firefox 7 and the new official Adobe Flash 64-bit plugin from the Ubuntu Partner repository. It's the adobe-flash package. It works nicely on the first look but when I try to skip ahead in any YouTube video (by clicking on the video progress bar) sound will go on but the video simply freezes at the position it was just before skipping. This is really annoying because I really don't want to watch every video full length. Now maybe there's cleanup work to do? I removed every Flash-related package from the package manager. Maybe it's Firefox? I couldn't find any hint. Maybe it's the video manager (display manager)? I am using KDE on an Ubuntu Natty install. I also enabled hardware acceleration with libdvpau1: sudo bash -c "echo 'EnableLinuxHWVideoDecode=1' >> /etc/adobe/mms.cfg" (this seems to have no effect at all ...) Ubuntu Natty 64-bit, Firefox 7, Flash 11.01 )

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  • Preventing RSI (Repetitive Strain Injuries)

    - by nightcracker
    I am 16 years old and I love to program and playing the piano. It's not uncommon that I'm bashing away on my mouse and keyboard all day long. I do not feel any pains doing so. Yet I am still worried, because I often hear from people that they can never type for longer then 10 minutes again without getting severe pains. Given my two hobbies, programming and playing the piano that worries me a lot. My current situation is this: G15 keyboard and G5 mouse A chair that looks like this (the back of the chair is surprisingly supportive): http://www.ikea.com/nl/nl/images/products/torbjorn-bureaustoel__0084333_PE210956_S4.JPG In my "normal sitting position" the table is around the height of my bellybutton. A LG Flatron L194wt screen (too small IMO, getting a new one soon) Should I be worrying about RSI/similar health issues? If yes, what can/should I do about it?

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  • More Collateral to drive Remarketer Activity

    - by martin.morganti(at)oracle.com
    Over the last few months we have added a range of marketing materials to the Remarketer Level pages including an extensive set of Marketing Kits to support the Solution Kits previously available. As part of the continuing program, we have just added some additional training for Remarketers at no cost. In addition to the Oracle 1-Click Technology Products Guided Learning Path which explains about the program and how to position the products, we have added Oracle Database 11g 1-Click Technology Sales Guided Learning Path. This Learning path allows Remarketers to get access to more detailed training on the Oracle 11G database and so develop their understanding of the opportunities they could be benefiting from today, by reselling the 1-click products. This is in direct response to requests to make more training available to the Remarketers, so take the opportunity to let your Remarketer customers and prospects know about this additional training and how they can Jump Start a resell business with Oracle today with No Fees, No Barriers and No Excuses.

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  • No Cost 1-Click Remarketer Level Training

    - by martin.morganti(at)oracle.com
    The Remarketer level has proven to be a great success as a way of enabling Remarketers to Jump start a resale business with Oracle. As part of the Knowledge Zone for the 1-Click Products we have some no cost training available - the Oracle 1-Click Technology Products Guided Learning Path - which explains about the program and how to position Oracle products. We have been working to increase the training that is available for Remarketers and I am pleased to let you know that we have recently added more no cost training. The training path that we have released is the Oracle Database 11g 1-Click Technology Sales Guided Learning Path . This set of courses provides more detail on the Oracle 11G Database and will help you to better uncover and exploit opportunities for you to sell Oracle 11G as part of your solutions. So if you are interested in a No Fees, No Barriers No Excuses way to resell Oracle 1-Click products look at the Remarketer page and take the free 1-Click Guided Learning paths in the Training Section to kick start your activity.

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Typical Applications of Linear System Solver in Game Developemnt

    - by craftsman.don
    I am going to write a custom solver for linear system. I would like to survey the typical problems involved the linear system solving in games. So that I can custom optimization on these problems based on the shape of the matrix. currently I am focus on these problems: B-Spline editing (I use a linear solve to resolve the C0, C1, C2 continuity) Constraint in Simulation (especially Position-Constraint, cloth) Both of them are Banded Matrix. I want to hear about some other applications of a linear system in games. Thank you.

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  • Strange GTK3 issue with Audacious and Evince (Document Viewer)

    - by Sman789
    I find that, in some GTK3 apps such as Audacious and Evince (Document Viewer), parts of the UI are pure black, which looks ugly and out-of-place. It is not intentional, as the screenshots on both websites show the app looking different. I only have this issue with the Adwaita GTK theme, but since it comes with Gnome 3 and is the main theme these apps are designed for, I'm guessing the problem is not simply the theme having some bug (though the Ubuntu package might). I have had this issue on two laptops now, running both Ubuntu 12.04 and Xubunu 12.10 with Gnome Shell and Adwaita. The screenshots below show the problem: Audcious's is visible in the search area around the text box, and behind the playlist tabs, and Evince's is visible in more or less the same position and around the document itself. Compare this from the Audacious homepage: With this image from my system: And Evince too:

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • Fitting a rectangle into screen with XNA

    - by alecnash
    I am drawing a rectangle with primitives in XNA. The width is: width = GraphicsDevice.Viewport.Width and the height is height = GraphicsDevice.Viewport.Height I am trying to fit this rectangle in the screen (using different screens and devices) but I am not sure where to put the camera on the Z-axis. Sometimes the camera is too close and sometimes to far. This is what I am using to get the camera distance: //Height of piramid float alpha = 0; float beta = 0; float gamma = 0; alpha = (float)Math.Sqrt((width / 2 * width/2) + (height / 2 * height / 2)); beta = height / ((float)Math.Cos(MathHelper.ToRadians(67.5f)) * 2); gamma = (float)Math.Sqrt(beta*beta - alpha*alpha); position = new Vector3(0, 0, gamma); Any idea where to put the camera on the Z-axis?

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  • Best practices with Vertices in Open GL

    - by Darestium
    What is the best practice in regards to storing vertex data in Open GL? I.e: struct VertexColored { public: GLfloat position[]; GLfloat normal[]; byte colours[]; } class Terrian { private: GLuint vbo_vertices; GLuint vbo_normals; GLuint vbo_colors; GLuint ibo_elements; VertexColored vertices[]; } or having them stored seperatly in the required class like: class Terrian { private: GLfloat vertices[]; GLfloat normals[]; GLfloat colors[]; GLuint vbo_vertices; GLuint vbo_normals; GLuint vbo_colors; GLuint ibo_elements; }

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  • Customising Google Maps breaks highway label blocks

    - by user2248809
    I'm trying to customise a Google map to use shades of a particular colour. It's working nicely except the blocks that contain major road names / numbers is illegible. I've figured out how to target styles to those elements, but setting the 'color' value sets both text and background to that colour. And no adjusting of saturation, gamma, lightness etc seems to make the text legible. function initialize() { var latlng = new google.maps.LatLng(50.766472,0.284732); var styles = [ { stylers: [ { "gamma": 0.75 }, { "hue": "#607C75" }, { "saturation": -75 }, { "lightness": 0 } ] },{ featureType: "water", stylers: [ {color: "#607C75"} ] } ]; var myOptions = { zoom: 15, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP, }; var marker = new google.maps.Marker({ position: latlng, title:"Living, dining, bedrooms by David Salmon" }); var map = new google.maps.Map(document.getElementById("map"), myOptions); map.setOptions({styles: styles}); marker.setMap(map); }

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  • What should my "code sample" look like?

    - by thesunneversets
    I've just had quite a good phone interview (for a CakePHP-related position, not that it's especially important to the question). The interviewer seemed to be impressed with my resume and personality. At the end, though, he asked me to email him a code sample from my existing work project, "to check you're not secretly a terrible programmer, ha ha!" I'm not too worried that my code can't stand on its own two feet, but I'm very much an intermediate programmer rather than an expert. What obvious pitfalls should I make sure my code sample doesn't fall into, in case they rule me out on the spot? Secondly, and this is probably the harder part of the question to answer, what features in a code sample would be so impressive that they would instantly make you much more favourably inclined towards the programmer? All ideas or suggestions welcomed!

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  • Friction not working for Vehicle in BulletPhysics

    - by Manmohan Bishnoi
    I am creating a vehicle using bullet-physics engine (v 2.82). I created a ground ( btBoxShape ), a box and a vehicle (following the demo). But friction between ground and vehicle wheels seems not working. As soon as the vehicle is placed in 3d world, it starts moving forward. START : Steering works for the vehicle, but engineForce and brakingForce does not work (i.e. I cannot speed-up or stop the vehicle) : I create physics world like this : void initPhysics() { broadphase = new btDbvtBroadphase(); collisionConfiguration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionConfiguration); solver = new btSequentialImpulseConstraintSolver(); dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); dynamicsWorld->setGravity(btVector3(0, -9.81, 0)); // Debug Drawer bulletDebugugger.setDebugMode(btIDebugDraw::DBG_DrawWireframe); dynamicsWorld->setDebugDrawer(&bulletDebugugger); //groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1); groundShape = new btBoxShape(btVector3(50, 3, 50)); fallShape = new btBoxShape(btVector3(1, 1, 1)); // Orientation and Position of Ground groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -3, 0))); btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0)); groundRigidBody = new btRigidBody(groundRigidBodyCI); dynamicsWorld->addRigidBody(groundRigidBody); /////////////////////////////////////////////////////////////////////// // Vehicle Setup /////////////////////////////////////////////////////////////////////// vehicleChassisShape = new btBoxShape(btVector3(1.f, 0.5f, 2.f)); vehicleBody = new btCompoundShape(); localTrans.setIdentity(); localTrans.setOrigin(btVector3(0, 1, 0)); vehicleBody->addChildShape(localTrans, vehicleChassisShape); localTrans.setOrigin(btVector3(3, 0.f, 0)); vehicleMotionState = new btDefaultMotionState(localTrans); //vehicleMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(3, 0, 0))); btVector3 vehicleInertia(0, 0, 0); vehicleBody->calculateLocalInertia(vehicleMass, vehicleInertia); btRigidBody::btRigidBodyConstructionInfo vehicleRigidBodyCI(vehicleMass, vehicleMotionState, vehicleBody, vehicleInertia); vehicleRigidBody = new btRigidBody(vehicleRigidBodyCI); dynamicsWorld->addRigidBody(vehicleRigidBody); wheelShape = new btCylinderShapeX(btVector3(wheelWidth, wheelRadius, wheelRadius)); { vehicleRayCaster = new btDefaultVehicleRaycaster(dynamicsWorld); vehicle = new btRaycastVehicle(vehicleTuning, vehicleRigidBody, vehicleRayCaster); // never deactivate vehicle vehicleRigidBody->setActivationState(DISABLE_DEACTIVATION); dynamicsWorld->addVehicle(vehicle); float connectionHeight = 1.2f; bool isFrontWheel = true; vehicle->setCoordinateSystem(rightIndex, upIndex, forwardIndex); // 0, 1, 2 // add wheels // front left btVector3 connectionPointCS0(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // front right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); isFrontWheel = false; // rear right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // rear left connectionPointCS0 = btVector3(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); for (int i = 0; i < vehicle->getNumWheels(); i++) { btWheelInfo& wheel = vehicle->getWheelInfo(i); wheel.m_suspensionStiffness = suspensionStiffness; wheel.m_wheelsDampingRelaxation = suspensionDamping; wheel.m_wheelsDampingCompression = suspensionCompression; wheel.m_frictionSlip = wheelFriction; wheel.m_rollInfluence = rollInfluence; } } /////////////////////////////////////////////////////////////////////// // Orientation and Position of Falling body fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(-1, 5, 0))); btScalar mass = 1; btVector3 fallInertia(0, 0, 0); fallShape->calculateLocalInertia(mass, fallInertia); btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new btRigidBody(fallRigidBodyCI); dynamicsWorld->addRigidBody(fallRigidBody); } I step physics world like this : // does not work vehicle->applyEngineForce(maxEngineForce, WHEEL_REARLEFT); vehicle->applyEngineForce(maxEngineForce, WHEEL_REARRIGHT); // these also do not work vehicle->setBrake(gBreakingForce, WHEEL_REARLEFT); vehicle->setBrake(gBreakingForce, WHEEL_REARRIGHT); // this works vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTLEFT); vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTRIGHT); dynamicsWorld->stepSimulation(1 / 60.0f, 10); However If I apply brakingForce to all 4 wheels (i.e. including WHEEL_FRONTLEFT and WHEEL_FRONTRIGHT), then my vehicle stops, but keeps sliding/moving forward very very slowly. How do I fix this ?

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