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  • The cost of Programmer Team Clustering

    - by MarkPearl
    I recently was involved in a conversation about the productivity of programmers and the seemingly wide range in abilities that different programmers have in this industry. Some of the comments made were reiterated a few days later when I came across a chapter in Code Complete (v2) where it says "In programming specifically, many studies have shown order-of-magnitude differences in the quality of the programs written, the sizes of the programs written, and the productivity of programmers". In line with this is another comment presented by Code Complete when discussing teams - "Good programmers tend to cluster, as do bad programmers". This is something I can personally relate to. I have come across some really good and bad programmers and 99% of the time it turns out the team they work in is the same - really good or really bad. When I have found a mismatch, it hasn't stayed that way for long - the person has moved on, or the team has ejected the individual. Keeping this in mind I would like to comment on the risks an organization faces when forcing teams to remain together regardless of the mix. When you have the situation where someone is not willing to be part of the team but still wants to get a pay check at the end of each month, it presents some interesting challenges and hard decisions to make. First of all, when this occurs you need to give them an opportunity to change - for someone to change, they need to know what the problem is and what is expected. It is unreasonable to expect someone to change but have not indicated what they need to change and the consequences of not changing. If after a reasonable time of an individual being aware of the problem and not making an effort to improve you need to do two things... Follow through with the consequences of not changing. Consider the impact that this behaviour will have on the rest of the team. What is the cost of not following through with the consequences? If there is no follow through, it is often an indication to the individual that they can continue their behaviour. Why should they change if you don't care enough to keep your end of the agreement? In many ways I think it is very similar to the "Broken Windows" principles – if you allow the windows to break and don’t fix them, more will get broken. What is the cost of keeping them on? When keeping a disruptive influence in a team you risk loosing the good in the team. As Code Complete says, good and bad programmers tend to cluster - they have a tendency to keep this balance - if you are not going to help keep the balance they will. The cost of not removing a disruptive influence is that the good in the team will eventually help you maintain the clustering themselves by leaving.

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  • Can a 10-bit monitor connection preserve all tones in 8-bit sRGB gradients on a wide-gamut monitor?

    - by hjb981
    This question is about color management and the use of a higher color depth, 10 bits per channel (30 bits in total, resulting in 1.07 billion colors, or 1024 shades of gray, sometimes referred to as "deep color") compared to the standard of 8 bits per channel (24 bits in total, 16.7 million colors, 256 shades of gray, sometimes referred to as "true color"). Do not confuse with "32 bit color", which usually refers to standard 8 bit color with an extra channel ("alpha channel") for transparency (used to achieve effects like semi-transparent windows etc). The following can be assumed to be in place: 1: A wide-gamut monitor that supports 10-bit input. Further, it can be assumed that the monitor has been calibrated to its native gamut and that an ICC color profile has been created. 2: A graphics card that supports 10-bit output (and is connected to the monitor via DisplayPort). 3: Drivers for the graphics card that support 10-bit output. If applications that support 10-bit output and color profiles would be used, I would expect them to display images that were saved using different color spaces correctly. For example, both an sRGB and an adobeRGB image should be displayed correctly. If an sRGB image was saved using 8 bits per channel (almost always the case), then the 10-bit signal path would ensure that no tonal gradients were lost in the conversion from the sRGB of the image to the native color space of the monitor. For example: If the image contains a pixel that is pure red in 8 bits (255,0,0), the corresponding value in 10 bits would be (1023,0,0). However, since the monitor has a larger color space than sRGB, sending the signal (1023,0,0) to the monitor would result in a red that was too saturated. Therefore, according to the ICC color profile, the signal would be transformed into a different value with less red saturation, for example (987,0,0). Since there are still plenty of levels left between 0 and 987, all 256 values (0-255) for red in the sRGB color space of the file could be uniquely mapped to color-corrected 10-bit values in the monitor's native color space. However, if the conversion was done in 8 bits, (255,0,0) would be translated to (246,0,0), and there would now only be 247 available levels for the red channel instead of 256, degrading the displayed image quality. My question is: how does this work on Ubuntu? Let's say that I use Firefox (which is color-aware and uses ICC color profiles). Would I get 10-bit processing, thus preserving all levels of an 8-bit picture? What is the situation like for other applications, especially photo applications like Shotwell, Rawtherapee, Darktable, RawStudio, Photivo etc? Does Ubuntu differ from other operating systems (Linux and others) on this point?

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  • Avoiding the Black Hole of Leads

    - by Charles Knapp
    Sales says, "Marketing doesn’t deliver enough qualified leads. So, we generate 90% of our own leads." Meanwhile, Marketing says, "We generate most of the leads. But, Sales doesn’t contact them quickly enough, while the lead is still interested." According to Sirius Decisions: Up to 90% of leads never make it to closure Sales works on only 11% of the leads supplied by Marketing Only 18% of the leads Sales accepts convert to opportunities Yet, 45% of prospects typically buy a product from someone within 12 months The root cause of these commonplace complaints is a disconnect between the funnels of marketing and sales. Unfortunately, we often see companies with an assortment of poorly integrated marketing tools. It takes too long and too many people to move the data around, scrub it, upload it from one system to another, and get it routed to the right sales teams. As a result, leads fall through the cracks, contextual information is lost, and by the time sales actually contacts a customer it may be too late. Sales automation alone is not enough. Marketing automation (including social) is not enough. Sales and Marketing must work together. It’s time to connect the silos of marketing and sales pipelines and analytics. It’s time for integrated Sales and Marketing automation. Integrated pipelines improve lead quality and timeliness. Marketing systems can track a rich set of contextual information about a prospect–self-disclosed information about interests, content viewed, and so on. This insight can equip the sales rep with rich information to make a face-to-face conversation more relevant and more likely to convert to the next stage in the sales process. Integrated lead to revenue (LTR) management provides end-to-end visibility, enabling the company to measure what is working. Marketing can measure its impact on revenue and other business outcomes, and sales can harness and redirect marketing investments to areas where they most help achieve sales objectives. It’s a win-win play. Marketing delivers more leads that are qualified, cuts cost per lead, and demonstrates a strong Return on Marketing Investment (ROMI). Sales spends more time with warm leads and less time on cold calls, achieves higher close rates, and delivers more revenue. Learn more by attending our Integrated Sales and Marketing session at the upcoming CloudWorld conferences. Or, visit our Sales and Marketing Cloud Service site for videos and other learning resources.

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  • Investment scheme for a PC game the project

    - by Alex Kamen
    Good day everyone, I am working on a PC game project that has 3 phases planned, micro, macro and mmo versions [if confused, see a brief description at the bottom]. I have found a potential investor for the micro version of the game, but naturally, he requested a detailed plan of how the game will pay back. And the problem is that micro version itself is not supposed to be monetized much, other than some ads and limited in-game currency utilization. The idea is that with this combat demo already at hand, it should be possible to get a really large enough investment (millions of dollars) and use it to pay back the initial small one (thousands of dollars) and take the project into macro phase, which will really make profit. This way, everybody is going to win, provided that I can deliver the end-product. Yet while I am confident of that both the conception of the macro and the real game-play of the micro versions are going to be appealing, I don’t know how to obtain any guarantee of that I will be able to get funded once I have the prototype ready. And without that, I won’t receive the funds for the prototype in the first place! To summarize, my question is: how to figure out my future possibilities of getting funded once I have combat demo out, basically “whom to write to and what”. Ideally, I would like some sort of a preliminary agreement with a game publisher, something that would basically state “If the developer provides the product in time and in quality corresponding to the specifications given, the publisher guarantees to allocate funds for distribution and further development, thereby acquiring the right to X part of all future profits”. Does this sound sane? It’s just that I don’t want to sell all of my rights out straight away by taking a big outside investment while the project is in such early stage. I would appreciate if you would share your thoughts on this kind of scheme, and be sure to ask questions as I am sure I must have forgotten to mention a ton of important things, like the fact that initial funds are going to be spent on outsourcing (living in Siberia is really just great). [here’s a brief outline of what each version will feature] [micro] 1) turn based tactical combat rules 2) character development 3) arena/tournament system [macro] 4) ai-ruled dynamic interactive worlds 5) global map adventuring 6) strategic rpg + god simulator gameplay [mmo] 7) Persistent worlds system 8) Social structures system (“guilds/clans”) 9) god-simulation on the mmo scale P.S. Obviously, these features are incremental, so that mmo version has all 9.

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • A little gem from MPN&ndash;FREE online course on Architectural Guidance for Migrating Applications to Windows Azure Platform

    - by Eric Nelson
    I know a lot of technical people who work in partners (ISVs, System Integrators etc). I know that virtually none of them would think of going to the Microsoft Partner Network (MPN) learning portal to find some deep and high quality technical content. Instead they would head to MSDN, Channel 9, msdev.com etc. I am one of those people :-) Hence imagine my surprise when i stumbled upon this little gem Architectural Guidance for Migrating Applications to Windows Azure Platform (your company and hence your live id need to be a member of MPN – which is free to join). This is first class stuff – and represents about 4 hours which is really 8 if you stop and ponder :) Course Structure The course is divided into eight modules.  Each module explores a different factor that needs to be considered as part of the migration process. Module 1:  Introduction:  This section provides an introduction to the training course, highlighting the values of the Windows Azure Platform for developers. Module 2:  Dynamic Environment: This section goes into detail about the dynamic environment of the Windows Azure Platform. This session will explain the difference between current development states and the Windows Azure Platform environment, detail the functions of roles, and highlight development considerations to be aware of when working with the Windows Azure Platform. Module 3:  Local State: This session details the local state of the Windows Azure Platform. This section details the different types of storage within the Windows Azure Platform (Blobs, Tables, Queues, and SQL Azure). The training will provide technical guidance on local storage usage, how to write to blobs, how to effectively use table storage, and other authorization methods. Module 4:  Latency and Timeouts: This session goes into detail explaining the considerations surrounding latency, timeouts and how to assess an IT portfolio. Module 5:  Transactions and Bandwidth: This session details the performance metrics surrounding transactions and bandwidth in the Windows Azure Platform environment. This session will detail the transactions and bandwidth costs involved with the Windows Azure Platform and mitigation techniques that can be used to properly manage those costs. Module 6:  Authentication and Authorization: This session details authentication and authorization protocols within the Windows Azure Platform. This session will detail information around web methods of authorization, web identification, Access Control Benefits, and a walkthrough of the Windows Identify Foundation. Module 7:  Data Sensitivity: This session details data considerations that users and developers will experience when placing data into the cloud. This section of the training highlights these concerns, and details the strategies that developers can take to increase the security of their data in the cloud. Module 8:  Summary Provides an overall review of the course.

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  • Releasing the new Sample Browser Phone app

    - by Jialiang
    Originally posted on: http://geekswithblogs.net/Jialiang/archive/2014/06/05/releasing-the-new-sample-browser-phone-app.aspx Starting its journey in 2010, Sample Browser is achieving its tetralogy by releasing a Windows Phone version Sample Browser today. The new Windows Phone app is the fourth milestone of Sample Browser since we released the desktop version and the Visual Studio version in 2012 and the Windows Store version in 2013. This time, by providing a sample browser designed for a ‘walking’ platform in response to MVPs’ suggestions during last year’s MVP Global Summit, we are literally putting a world of code samples "at developers’ fingertips”. If you like to have a code gallery of over 7000 quality code samples in your pocket, then click here to download our Windows Phone Sample Browser and start a fantastic mobile experience. With Windows Phone version Sample Browser and the Internet, you can search for code samples on MSDN at anytime and anywhere you want, 24/7 and–even to bed. You can also check code sample details and share them with your friends. Compared to the other 3 pieces in the tetralogy (desktop version, Visual Studio version, and the Windows Store version), the Windows Phone version Sample Browser sells itself for convenience and instant connectivity. For those who need to reach code samples under mobile circumstances where no PCs is available, Windows Phone version Sample Browser will definitely be the right service you are seeking for. Aside from sharing samples via emails as the other 3 do, the Windows Phone version Sample Browser also allows you to share the sample via SMS and Near Field Communication (NFC).   What's Next Currently, the Windows Phone Sample Browser only supports online MSDN code searching, but we already plan to upgrade Sample Browser to allow users to do ‘Bing code search’, and add and manage their private code snippets.  We will also upgrade the app to universal app. Universal App is a new concept brought up in the Microsoft Build Developer Conference 2014. It is a new development model that allows for a single app to be deployed across multiple Windows devices such as Windows Phone, Windows 8.1, and XBox. Therefore, once we finish upgrading Sample Browser to a universal app, you can synchronize your own code snippets across different devices; You can also mark a code sample as favorite on your Windows Phone and continue to study the sample when you are on your desktop. By then, sharing data between platforms will be a piece of cake. Also, the user experience of Sample Browser on different platforms will be more consistent.  The best is yet to come!   We sincerely suggest you give Sample Browser a try (click here to download). If you love what you see in Sample Browser, please recommend it to your friends and colleagues. If you encounter any problems or have any suggestions for us, please contact us at [email protected]. Your precious opinions and comments are more than welcome.

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  • Perfect is the enemy of “Good Enough”

    - by Daniel Moth
    This is one of the quotes that I was against, but now it is totally part of my core beliefs: "Perfect is the enemy of Good Enough" Folks used to share this quote a lot with me in my early career and my frequent interpretation was that they were incompetent people that were satisfied with mediocrity, i.e. I ignored them and their advice. (Yes, I went through an arrogance phase). I later "grew up" and "realized" that they were missing the point, so instead of ignoring them I would retort: "Of course we have to aim for perfection, because as human beings we'll never achieve perfection, so by aiming for perfection we will indeed achieve good enough results". (Yes, I went through a smart ass phase). Later I grew up a bit more and "understood" that what I was really being told is to finish my work earlier and move on to other things because by trying to perfect that one thing, another N things that I was responsible for were suffering by not getting my attention - all things on my plate need to move beyond the line, not just one of them to go way over the line. It is really a statement of increasing scale and scope. To put it in other words, getting PASS grades on 10 things is better than getting an A+ with distinction on 1-2 and a FAIL on the rest. Instead of saying “I am able to do very well these X items” it is best if you can say I can do well enough on these X * Y items”, where Y > 1. That is how breadth impact is achieved. In the future, I may grow up again and have a different interpretation, but for now - even though I secretly try to "perfect" things, I try not to do that at the expense of other responsibilities. This means that I haven't had anybody quote that saying to me in a while (or perhaps my quality of work has dropped so much that it doesn't apply to me any more - who knows :-)). Wikipedia attributes the quote to Voltaire and it also makes connections to the “Law of diminishing returns”, and to the “80-20 rule” or “Pareto principle”… it commonly takes 20% of the full time to complete 80% of a task while to complete the last 20% of a task takes 80% of the effort …check out the Wikipedia entry on “Perfect is the enemy of Good” and its links. Also use your favorite search engine to search and see what others are saying (Bing, Google) – it is worth internalizing this in a way that makes sense to you… Comments about this post by Daniel Moth welcome at the original blog.

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  • WebCenter Customer Spotlight: Sberbank of Russia

    - by me
    Author: Peter Reiser - Social Business Evangelist, Oracle WebCenter  Solution SummarySberbank of Russia is the largest credit institution in Russia and the Commonwealth of Independent States (CIS), accounting for 27% of Russian banking assets and 26% of Russian banking capital.Sberbank of Russia needed to increase business efficiency and employee productivity due to the growth in its corporate clientele from 1.2 million to an estimated 1.6 million.Sberbank of Russia deployed Oracle’s Siebel Customer Relationship Management (CRM) applications to create a single client view, optimize client communication, improve efficiency, and automate distressed asset processing. Based on Oracle WebCenter Content, they implemented an enterprise content management system for documents, unstructured content storage and search, which became an indispensable service across the organization and in the board room business results. Sberbank of Russia consolidated borrower information across the entire organization into a single repository to obtain, for the first time, a single view on the bank’s borrowers. With the implemented solution they reducing the amount of bad debt significantly. Company OverviewSberbank of Russia is the largest credit institution in Russia and the Commonwealth of Independent States (CIS), accounting for 27% of Russian banking assets and 26% of Russian banking capital. In 2010, it ranked 43rd in the world for Tier 1 capital. Business ChallengesSberbank of Russia needed to increase business efficiency and employee productivity due to the growth in its corporate clientele from 1.2 million to an estimated 1.6 million. It also wanted to automate distressed asset management to reduce the number of corporate clients’ bad debts. As part of their business strategy they wanted to drive high-quality, competitive customer services by simplifying client communication processes and enabling personnel to quickly access client information Solution deployedSberbank of Russia deployed Oracle’s Siebel Customer Relationship Management (CRM) applications to create a single client view, optimize client communication, improve efficiency, and automate distressed asset processing. Based on Oracle WebCenter Content, they implemented an enterprise content management system for documents, unstructured content storage and search which became an indispensable service across the organization and in the board room business results. Business ResultsSberbank of Russia consolidated borrower information across the entire organization into a single repository to obtain, for the first time, a single view on the bank’s borrowers. They monitored 103,000 client transactions and 32,000 bank cards with credit collection issues (100% of Sberbank’s bad borrowers) reducing the amount of bad debt significantly. “Innovation and client service are the foundation of our business strategy. Oracle’s Siebel CRM applications helped advance our objectives by enabling us to deliver faster, more personalized service while managing and tracking distressed assets.” A.B. Sokolov, Head of Center of Business Administration and Customer Relationship Management, Sberbank of Russia Additional Information Sberbank of Russia Customer Snapshot Oracle WebCenter Content Siebel Customer Relationship Management 8.1 Oracle Business Intelligence, Enterprise Edition 11g

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  • "ODM" - One of the Support team's most valued acronyms

    - by graham.mckendry(at)oracle.com
    If you submit technical service requests (SRs) through the My Oracle Support portal, you may often see the term "ODM" used in updates from our Support team. ODM is an acronym for "Oracle Diagnostic Methodology", which defines a standard problem solving approach that all of Oracle Support uses for every technical SR. ODM provides a number of benefits to the SRs - both for the Support organization and for the customer - including a consistent approach, higher quality, justified solutions, and ultimately faster resolution. Screenshot: Example of an ODM "Issue Clarification" activity in a service request The Oracle Diagnostic Methodology applies to both categories of technical SRs: Consultative (question-answer topics) and Problem-Solution. There are a few KM Notes that describe the steps of ODM, however to keep things simple (and since those KM Notes appear to be a bit outdated), I'll summarize the ODM stages here as follows: Consultative ODM - Three mandatory stages: ODM Question: Clarification of the customer's exact question. ODM Answer: Thorough answer to the customer's question. ODM Knowledge Content: Reference to new or existing knowledge base content, or explanation why the particular SR does not necessarily require knowledge content. Problem-Solution ODM - Eight mandatory stages: ODM Issue Clarification: Clarification of the reported issue, including the symptoms, the steps to reproduce, and an outline of the business impact ODM Issue Verification: Confirmation of the issue being verified based on proof provided by the customer, such as screenshots, log files, or reproducing the issue during an Oracle Web Conference. ODM Cause Determination: Succinct outline of the root cause of the issue. ODM Cause Justification: Explanation as to why the root cause applies to this particular situation. ODM Proposed Solution(s): Succinct outline of the potential solution(s) to resolve the issue. ODM Proposed Solution(s) Justification: Explanation of why the proposed solution(s) will in fact resolve the issue. ODM Solution Action Plan: Detailed numbered instructions on how to execute the proposed solutions. ODM Knowledge Content: Reference to new or existing knowledge base content, or explanation why the particular SR does not necessarily require knowledge content. During these stages, you may see other optional ODM-related activities such as "ODM Data Collection", "ODM Action Plan", "ODM Research", and "ODM Test Case". Again, these structured tags help ensure a uniform methodology across your SRs. With this knowledge you should be able to develop better predictability of what's coming next in your SRs, as well as what you can do to help expedite the resolution process.

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  • What arguments can I use to "sell" the BDD concept to a team reluctant to adopt it?

    - by S.Robins
    I am a bit of a vocal proponent of the BDD methodology. I've been applying BDD for a couple of years now, and have adopted StoryQ as my framework of choice when developing DotNet applications. Even though I have been unit testing for many years, and had previously shifted to a test-first approach, I've found that I get much more value out of using a BDD framework, because my tests capture the intent of the requirements in relatively clear English within my code, and because my tests can execute multiple assertions without ending the test halfway through - meaning I can see which specific assertions pass/fail at a glance without debugging to prove it. This has really been the tip of the iceberg for me, as I've also noticed that I am able to debug both test and implementation code in a more targeted manner, with the result that my productivity has grown significantly, and that I can more easily determine where a failure occurs if a problem happens to make it all the way to the integration build due to the output that makes its way into the build logs. Further, the StoryQ api has a lovely fluent syntax that is easy to learn and which can be applied in an extraordinary number of ways, requiring no external dependencies in order to use it. So with all of these benefits, you would think it an easy to introduce the concept to the rest of the team. Unfortunately, the other team members are reluctant to even look at StoryQ to evaluate it properly (let alone entertain the idea of applying BDD), and have convinced each other to try and remove a number of StoryQ elements from our own core testing framework, even though they originally supported the use of StoryQ, and that it doesn't impact on any other part of our testing system. Doing so would end up increasing my workload significantly overall and really goes against the grain, as I am convinced through practical experience that it is a better way to work in a test-first manner in our particular working environment, and can only lead to greater improvements in the quality of our software, given I've found it easier to stick with test first using BDD. So the question really comes down to the following: What arguments can I use to really drive the point home that it would be better to use StoryQ, or at the very least apply the BDD methodology? Can you point me to any anecdotal evidence that I can use to support my argument to adopt BDD as our standard method of choice? What counter arguments can you think of that could suggest that my wish to convert the team efforts to BDD might be in error? Yes, I'm happy to be proven wrong provided the argument is a sound one. NOTE: I am not advocating that we rewrite our tests in their entirety, but rather to simply start working in a different manner for all future testing work.

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  • Creating an object that is ready to be used & unset properties - with IoC

    - by GetFuzzy
    I have a question regarding the specifics of object creation and the usage of properties. A best practice is to put all the properties into a state such that the object is useful when its created. Object constructors help ensure that required dependencies are created. I've found myself following a pattern lately, and then questioning its appropriateness. The pattern looks like this... public class ThingProcesser { public List<Thing> CalculatedThings { get; set; } public ThingProcesser() { CalculatedThings = new List<Thing>(); } public double FindCertainThing() { CheckForException(); foreach (var thing in CalculatedThings) { //do some stuff with things... } } public double FindOtherThing() { CheckForException(); foreach (var thing in CalculatedThings) { //do some stuff with things... } } private void CheckForException() { if (CalculatedThings.Count < 2) throw new InvalidOperationException("Calculated things must have more than 2 items"); } } The list of items is not being changed, just looked through by the methods. There are several methods on the class, and to avoid having to pass the list of things to each function as a method parameter, I set it once on the class. While this works, does it violate the principle of least astonishment? Since starting to use IoC I find myself not sticking things into the constructor, to avoid having to use a factory pattern. For example, I can argue with myself and say well the ThingProcessor really needs a List to work, so the object should be constructed like this. public class ThingProcesser { public List<Thing> CalculatedThings { get; set; } public ThingProcesser(List<Thing> calculatedThings) { CalculatedThings = calculatedThings; } } However, if I did this, it would complicate things for IoC, and this scenario hardly seems appropriate for something like the factory pattern. So in summary, are there some good guidelines for when something should be part of the object state, vs. passed as a method parameter? When using IoC, is the factory pattern the best way to deal with objects that need created with state? If something has to be passed to multiple methods in a class, does that render it a good candidate to be part of the objects state?

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  • PASS Summit for SQL Starters

    - by Davide Mauri
    I’ve received a buch of emails from PASS Summit “First Timers” that are also somehow new to SQL Server (for “somehow” I mean people with less than 6 month experience but with some basic knowledge of SQL Server engine) or are catching up from SQL Server 2000. The common question regards the session one should not miss to have a broad view of the entire SQL Server platform have some insight into some specific areas of SQL Server Given that I’m on (semi-)vacantion and that I have more free time (not true, I have to prepare slides & demos for several conferences, PASS Summit  - Building the Agile Data Warehouse with SQL Server 2012 - and PASS 24H - Agile Data Warehousing with SQL Server 2012 - among them…but let’s pretend it to be true), I’ve decided to make a post to answer to this common questions. Of course this is my personal point of view and given the fact that the number and quality of session that will be delivered at PASS Summit is so high that is very difficoult to make a choice, fell free to jump into the discussion and leave your feedback or – even better – answer with another post. I’m sure it will be very helpful to all the SQL Server beginners out there. I’ve imposed to myself to choose 6 session at maximum for each Track. Why 6? Because it’s the maximum number of session you can follow in one day, and given that all the session will be on the Summit DVD, they are the answer to the following question: “If I have one day to spend in training, which session I should watch?”. Of course a Summit is not like a Course so a lot of very basics concept of well-established technologies won’t be found here. Analysis Services, Integration Services, MDX are not part of the Summit this time (at least for the basic part of them). Enough with that, let’s start with the session list ideal to have a good Overview of all the SQL Server Platform: Geospatial Data Types in SQL Server 2012 Inside Unstructured Data: SQL Server 2012 FileTable and Semantic Search XQuery and XML in SQL Server: Common Problems and Best Practice Solutions Microsoft's Big Play for Big Data Dashboards: When to Choose Which MSBI Tool Microsoft BI End-User Tools 360° for what concern Database Development, I recommend the following sessions Understanding Transaction Isolation Levels What to Look for in Execution Plans Improve Query Performance by Fixing Bad Parameter Sniffing A Window into Your Data: Using SQL Window Functions Practical Uses and Optimization of New T-SQL Features in SQL Server 2012 Taking MERGE Beyond the Basics For Business Intelligence Information Delivery Analyzing SSAS Data with Excel Building Compelling Power View Reports Managed Self-Service BI PowerPivot 101  SharePoint for Business Intelligence The Best Microsoft BI Tools You've Never Heard Of and for Business Intelligence Architecture & Development BI Power Hour Building a Tabular Model Database Enterprise Information Management: Bringing Together SSIS, DQS, and MDS SSIS Design Patterns Storing Columnstore Indexes Hadoop and Its Ecosystem Components in Action Beside the listed sessions, First Timers should also take a look the the page PASS set up for them: http://www.sqlpass.org/summit/2012/Connect/FirstTimers.aspx See you at PASS Summit!

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  • Very basic OpenGL ES 2 error

    - by user16547
    This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the fragment colour. Here is my fragment shader: precision mediump float; uniform sampler2D u_Texture; uniform float u_Alpha; varying vec2 v_TexCoordinate; void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); gl_FragColor.a *= u_Alpha; } and below is my rendering method. I get a 1282 (invalid operation) on the GLES20.glUniform1f(u_Alpha, alpha); line. alpha is 1 (but I tried other values as well) and transparent is true: public void render() { GLES20.glUseProgram(mProgram); if(transparent) { GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glUniform1f(u_Alpha, alpha); } Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angle, 0, 0, 1); Matrix.translateM(mModelMatrix, 0, x, y, z); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_TexCoordinate, 2, GLES20.GL_FLOAT, false, 8, 0); //snowTexture start GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]); GLES20.glUniform1i(u_Texture, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indices.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(transparent) { GLES20.glDisable(GLES20.GL_BLEND); } GLES20.glUseProgram(0); }

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Why can't the IT industry deliver large, faultless projects quickly as in other industries?

    - by MainMa
    After watching National Geographic's MegaStructures series, I was surprised how fast large projects are completed. Once the preliminary work (design, specifications, etc.) is done on paper, the realization itself of huge projects take just a few years or sometimes a few months. For example, Airbus A380 "formally launched on Dec. 19, 2000", and "in the Early March, 2005", the aircraft was already tested. The same goes for huge oil tankers, skyscrapers, etc. Comparing this to the delays in software industry, I can't help wondering why most IT projects are so slow, or more precisely, why they cannot be as fast and faultless, at the same scale, given enough people? Projects such as the Airbus A380 present both: Major unforeseen risks: while this is not the first aircraft built, it still pushes the limits if the technology and things which worked well for smaller airliners may not work for the larger one due to physical constraints; in the same way, new technologies are used which were not used yet, because for example they were not available in 1969 when Boeing 747 was done. Risks related to human resources and management in general: people quitting in the middle of the project, inability to reach a person because she's on vacation, ordinary human errors, etc. With those risks, people still achieve projects like those large airliners in a very short period of time, and despite the delivery delays, those projects are still hugely successful and of a high quality. When it comes to software development, the projects are hardly as large and complicated as an airliner (both technically and in terms of management), and have slightly less unforeseen risks from the real world. Still, most IT projects are slow and late, and adding more developers to the project is not a solution (going from a team of ten developer to two thousand will sometimes allow to deliver the project faster, sometimes not, and sometimes will only harm the project and increase the risk of not finishing it at all). Those which are still delivered may often contain a lot of bugs, requiring consecutive service packs and regular updates (imagine "installing updates" on every Airbus A380 twice per week to patch the bugs in the original product and prevent the aircraft from crashing). How can such differences be explained? Is it due exclusively to the fact that software development industry is too young to be able to manage thousands of people on a single project in order to deliver large scale, nearly faultless products very fast?

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  • Wireless connection by using command screen

    - by Amadeus
    I installed Ubuntu 12.04 armhf to my beagleboard-xm and now trying to connect to a wireless network. First, I checked if I can search for available networks: ubuntu@arm:~$ iwlist scan lo Interface doesn't support scanning. usb0 Interface doesn't support scanning. wlan0 Scan completed : Cell 01 - Address: EA:7D:EF:60:C9:0B Channel:1 Frequency:2.412 GHz (Channel 1) Quality=70/70 Signal level=-23 dBm Encryption key:on ESSID:"ghostrider" Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 18 Mb/s 24 Mb/s; 36 Mb/s; 54 Mb/s Bit Rates:6 Mb/s; 9 Mb/s; 12 Mb/s; 48 Mb/s Mode:Ad-Hoc Extra:tsf=000000005a1ab50e Extra: Last beacon: 6242ms ago IE: Unknown: 000A67686F73747269646572 IE: Unknown: 010882848B962430486C IE: Unknown: 030101 IE: Unknown: 06020000 IE: Unknown: 2A0100 IE: Unknown: 2F0100 IE: Unknown: 32040C121860 IE: Unknown: 2D1A2C181BFF00000000000000000000000000000000000000000000 IE: Unknown: 3D16010800000000FF000000000000000000000000000000 IE: Unknown: DD09001018020000000000 Then I edited /etc/network/interfaces file to the following: root@arm:/etc/wpa_supplicant# cat /etc/network/interfaces auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet dhcp # Example to keep MAC address between reboots #hwaddress ether DE:AD:BE:EF:CA:FE # WiFi Example auto wlan0 iface wlan0 inet dhcp wpa-ssid "ghostrider" wpa-psk "b34d373eb2fb836a43b0afffe783c7d0af694724506c9e77b06d1021302905bf" But I cannot still connect to the wireless network: root@arm:/etc/wpa_supplicant# iwconfig lo no wireless extensions. usb0 no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Asociated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:on eth0 no wireless extensions. root@arm:/etc/network# ifup wlan0 Failed to bring up wlan0. What is wrong? Should I change any other files also? But I think it was enough. By the way if you are curious about where that wpa-psk came from: zero@ghostrider:~$ wpa_passphrase ghostrider 34bddf67c2 network={ ssid="ghostrider" #psk="34bddf67c2" psk=b34d373eb2fb836a43b0afffe783c7d0af694724506c9e77b06d1021302905bf } I will appreciate any effort to help. Regards, Amadeus ps: Also I tried to connect manually: root@arm:/etc/network# iwconfig wlan0 essid ghostrider key s:34bddf67c2 But this did not solve my problem also.

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  • How do you take into account usability and user requirements for your application?

    - by voroninp
    Our team supports BackOffice application: a mix of WinForm and WPF windows. (about 80 including dialogs). Really a kind of a Swiss Army Knife. It is used by developers, tech writers, security developers, testers. The requirements for new features come quite often and sometimes we play Wizard of Oz to decide which GUI our users like the most. And it usually happens (I admit it can be just my subjective interpretation of the reality) that one tiny detail giving the flavor of good usability to our app requires a lot of time. This time is being spent on 'fighting' with GUI framework making it act like we need. And it very difficult to make estimations for this type of tasks (at least for me and most members of our team). Scrum poker is not a help either. Management often considers this usability perfectionism to be a waste of time. On the other hand an accumulated affect of features where each has some little usability flaw frustrates users. But the same users want frequent releases and instant bug fixes. Hence, no way to get the positive feedback: there is always somebody who is snuffy. I constantly feel myself as competing with ourselves: more features - more bugs/tasks/architecture. We are trying to outrun the cart we are pushing. New technologies arrive and some of them can potentially help to improve the design or decrease task implementation time but these technologies require learning, prototyping and so on. Well, that was a story. And now is the question: How do you balance between time pressure, product quality, users and management satisfaction? When and how do you decide to leave the problem with not a perfect but to some extent acceptable solution, how often do you make these decisions? How do you do with your own satisfaction? What are your priorities? P.S. Please keep in mind, we are a BackOffice team, we have neither dedicated technical writer nor GUI designer. The tester have joined us recently. We've much work to do and much freedom concerning 'how'. I like it because it fosters creativity but I don't want to become too nerdy perfectionist.

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  • Social Networks & the Cloud

    - by kellsey.ruppel
    It’s no secret that millions of people are connected to the Internet. And it also probably doesn’t come as a surprise that a lot of those people are connected on social networking sites.  Social networks have become an excellent platform for sharing and communication that reflects real world relationships and they play a major part in the everyday lives of many people. Facebook, Twitter, Pinterest, LinkedIn, Google+ and hundreds of others have transformed the way we interact and communicate with one another. Social networks are becoming more than just an online gathering of friends. They are becoming a destination for ideation, e-commerce, and marketing. But it doesn’t just stop there. Some organizations are utilizing social networks internally, integrated with their business applications and processes and the possibility of social media and cloud integration is compelling. Forrester alone estimates enterprise cloud computing to grow to over $240 billion by 2020. It’s hard to find any current IT project today that is NOT considering cloud-based deployments. Security and quality of service concerns are no longer at the forefront; rather, it’s about focusing on the right mix of capabilities for the business. Cloud vs. On-Premise? Policies & governance models? Social in the cloud? Cloud’s increasing sophistication, security in applications, mobility, transaction processing and social capabilities make it an attractive way to manage information. And Oracle offers all of this through the Oracle Cloud and Oracle Social Network. Oracle Social Network is a secure private network that provides a broad range of social tools designed to capture and preserve information flowing between people, enterprise applications, and business processes. By connecting you with your most critical applications, Oracle Social Network provides contextual, real-time communication within and across enterprises. With Oracle Social Network, you and your teams have the tools you need to collaborate quickly and efficiently, while leveraging the organization’s collective expertise to make informed decisions and drive business forward. Oracle Social Network is available as part of a portfolio of application and platform services within the Oracle Cloud. Oracle Cloud offers self-service business applications delivered on an integrated development and deployment platform with tools to rapidly extend and create new services. Oracle Social Network is pre-integrated with the Fusion CRM Cloud Service and the Fusion HCM Cloud Service within the Oracle Cloud. Learn more how you can use Oracle Social Network to revolutionize how you create, understand, and achieve true value through enterprise social networking. And be sure to check out the follow sessions here at Oracle OpenWorld, where can learn more about Oracle Cloud and Oracle Social Network. Tuesday, Oct 2 – Oracle WebCenter’s Cloud Strategy: From Social and Platform Services to Mashups, 1:15pm - 2:15pm, Moscone West – 3001  Wednesday, Oct 3 – Oracle Social Network: Your Strategy for Socially Enabled Oracle Fusion Applications, 11:45am - 12:45pm, Moscone West – 3002/3004

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • BoundingBox Intersection Problems

    - by Deukalion
    When I try to render two cubes, same sizes, one beside the other. With the same proportions (XYZ). My problem is, why do a Box1.BoundingBox.Contains(Box2.BoundingBox) == ContaintmentType.Intersects - when it clearly doesn't? I'm trying to place objects with BoundingBoxes as "intersection" checking, but this simple example clearly shows that this doesn't work. Why is that? I also try checking height of the next object to be placed, by checking intersection, adding each boxes height += (Max.Y - Min.Y) to a Height value, so when I add a new Box it has a height value. This works, but sometimes due to strange behavior it adds extra values when there isn't anything there. This is an example of what I mean: BoundingBox box1 = GetBoundaries(new Vector3(0, 0, 0), new Vector3(128, 64, 128)); BoundingBox box2 = GetBoundaries(new Vector3(128, 0, 0), new Vector3(128, 64, 128)); if (box1.Contains(box2) == ContainmentType.Intersects) { // This will be executed System.Windows.Forms.MessageBox.Show("Intersects = True"); } if (box1.Contains(box2) == ContainmentType.Disjoint) { System.Windows.Forms.MessageBox.Show("Disjoint = True"); } if (box1.Contains(box2) == ContainmentType.Contains) { System.Windows.Forms.MessageBox.Show("Contains = True"); } Test Method: public BoundingBox GetBoundaries(Vector3 position, Vector3 size) { Vector3[] vertices = new Vector3[8]; vertices[0] = position + new Vector3(-0.5f, 0.5f, -0.5f) * size; vertices[1] = position + new Vector3(-0.5f, 0.5f, 0.5f) * size; vertices[2] = position + new Vector3(0.5f, 0.5f, -0.5f) * size; vertices[3] = position + new Vector3(0.5f, 0.5f, 0.5f) * size; vertices[4] = position + new Vector3(-0.5f, -0.5f, -0.5f) * size; vertices[5] = position + new Vector3(-0.5f, -0.5f, 0.5f) * size; vertices[6] = position + new Vector3(0.5f, -0.5f, -0.5f) * size; vertices[7] = position + new Vector3(0.5f, -0.5f, 0.5f) * size; return BoundingBox.CreateFromPoints(vertices); } Box 1 should start at x -64, Box 2 should start at x 64 which means they never overlap. If I add Box 2 to 129 instead it creates a small gap between the cubes which is not pretty. So, the question is how can I place two cubes beside eachother and make them understand that they do not overlap or actually intersect? Because this way I can never automatically check for intersections or place cube beside eachother.

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  • Is multiple domain names and links from same IP causing poor search engine rankings?

    - by John
    I have an ecommerce website which is not doing so well in Google. I am trying to improve this of course, and am looking at some possibilities for why it isn't doing well. The website has four domain names, all of which have been indexed by Google. A few months ago I applied 301 redirects to any requests for two of the domain names so now it is down to two domain names (one is a .net, the other is a .com.au, the others were .net.au and .com). I prefer to use my main domain name (the .com.au), but one of the names has been around for a long time and has more inbound links. According to a PageRank tool, both are PR2. It is a Classic ASP site and up until recently had a lot of querystring parameters. In the last week or so I added URL rewriting so there is now no parameters for most pages. I don't do 301 redirects from the old URLs but instead I add the META canonical tag indicating the preferred new URL. At the same time I redesigned the site and improved title tags, META descriptions, and H tags but it hasn't been long enough yet for Google to index many of these yet. I also looked at what pages Google has indexed and strangely it has some strange pages in the index, there are a lot of pages which are actual keyword searches (more a bunch of random letters than an actual word). What I mean is that it is as if they had typed in something to search for in my search box - there are no links to pages like this and the only way of getting this is to type something in to the search box). So I added a META robots tag with noindex,nofollow anytime that I render pages like this. Years ago I set up a fake price comparison site which lists all my products and links back to my site. It has a different keyword rich domain name but is on the same server and same IP address. It's a completely different layout but does have the same product categories and product descriptions (although I have stripped formatting out of them so they are not identical except in text). I also have a few blog sites which again are on the same server/IP and all have advertising for the website. My questions are: What should I do with the multiple domains, just use one, or continue with two or more? Should I add 301 redirects, not just the META canonical tag? Any idea about Google indexing my search results page, and did I do the right thing with the META robots tag? Is the fake price comparison site likely to be causing problems? Are all the links to the site from other domain names but the same IP address likely to be causing problems? Thanks for any help. Sorry for so many questions in one.

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  • Why are MVC & TDD not employed more in game architecture?

    - by secoif
    I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at game source code seriously hurts my head: "What is this view logic doing in with business logic? this needs refactoring... so does this, refactor, refactorrr" This worries me as I'm about to start a game project, and I'm not sure whether trying to mvc/tdd the dev process is going to hinder us or help us, as I don't see many game examples that use this or much push for better architectural practices it in the community. The following is an extract from a great article on prototyping games, though to me it seemed exactly the attitude many game devs seem to use when writing production game code: Mistake #4: Building a system, not a game ...if you ever find yourself working on something that isn’t directly moving your forward, stop right there. As programmers, we have a tendency to try to generalize our code, and make it elegant and be able to handle every situation. We find that an itch terribly hard not scratch, but we need to learn how. It took me many years to realize that it’s not about the code, it’s about the game you ship in the end. Don’t write an elegant game component system, skip the editor completely and hardwire the state in code, avoid the data-driven, self-parsing, XML craziness, and just code the damned thing. ... Just get stuff on the screen as quickly as you can. And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER. is it because games are (mostly) visually oriented so it makes sense that the code will be weighted heavily in the view, thus any benefits from moving stuff out to models/controllers, is fairly minimal, so why bother? I've heard the argument that MVC introduces a performance overhead, but this seems to me to be a premature optimisation, and that there'd more important performance issues to tackle before you worry about MVC overheads (eg render pipeline, AI algorithms, datastructure traversal, etc). Same thing regarding TDD. It's not often I see games employing test cases, but perhaps this is due to the design issues above (mixed view/business) and the fact that it's difficult to test visual components, or components that rely on probablistic results (eg operate within physics simulations). Perhaps I'm just looking at the wrong source code, but why do we not see more of these 'enterprise' practices employed in game design? Are games really so different in their requirements, or is a people/culture issue (ie game devs come from a different background and thus have different coding habits)?

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  • How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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