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  • Swapping axis labels between 2D and 3D coordinates

    - by Will
    My game world is 3D. The map is only 2D, however. It is natural to think of the map as having an X and Y axis. And it is natural to think of the world has having an X, Y and Z axis, where Y is upwards. That is to say, X Y in 2D map coordinates is X Z in 3D coordinates. What conventions and approaches do you have to keeping things straight at a code level to make mapping between them natural? (Is Y usually upwards in 3D? Or do you have X and Z in map coordinates, or?)

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  • Help comparing Cocos2d and Unity3d for this project [closed]

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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  • World Backup Day

    This Saturday is World Backup Day, and with this in mind, Red Gate's Brian Harris talks about SQL Backup 7 and why they want to make backup verification a focus for more DBAs. What are your servers really trying to tell you? Find out with new SQL Monitor 3.0, an easy-to-use tool built for no-nonsense database professionals.For effortless insights into SQL Server, download a free trial today.

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  • Render 2D textures on a 3D object's face

    - by www.Sillitoy.com
    I am not familiar with 3D graphics, and I'd like to know the right way to render some 2D figures on different points of a wider face of a 3D object. My 3D object is just a cube representing a poker table. I have a 2D png for players' placeholders, and I'd like to render these figures on the 3D object where needed. An alternative solution would be to render the whole face with a big picture containing all the placeholders figures. However, it would be a waste of memory and thus less efficient. What do you suggest?

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  • Veni Vidi Vici - Optimising Your Existence in the Web World

    Like in any other city in the world these, SEO companies in Toronto are equally aware that businesses and companies cater to two markets, and we aren't talking about demographics. We mean the walk in customers and virtual customers. Online retail revenue is not a line of income any business owner can afford to ignore any longer.

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  • Options for 2D Web/iPhone/Android, with Test Framework

    - by ashes999
    I would like to make a 2D game with one codebase that runs on iPhone, Android, and web (any flavour of web -- HTML5, Flash, Silverlight, etc.) What are my options? I should be able to write my code once, and run it anywhere. I also absolutely need the ability to write unit tests (or write a unit-testing framework) -- I cannot make sizable games without testing. Unity is good, but unity is 3d; even with hacks, the graphical assets will still be 3d. I'm after 2d, not 3d. (If you need a Mac or separate licensing for the Mac part, that's okay.)

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  • World Wide Web - How Did it Come About?

    Indeed, necessity is the mother of invention. When there is a need and the means of satisfying the same does not exist, man is inevitably comes up to the challenge of creating a tool to fill his need. Such is the very same reason why the World Wide Web (WWW) exists today.

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  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

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  • Quartz.Net Writing your first Hello World Job

    - by Tarun Arora
    In this blog post I’ll be covering, 01: A few things to consider before you should schedule a Job using Quartz.Net 02: Setting up your solution to use Quartz.Net API 03: Quartz.Net configuration 04: Writing & scheduling a hello world job with Quartz.Net If you are new to Quartz.Net I would recommend going through, A brief introduction to Quartz.net Walkthrough of Installing & Testing Quartz.Net as a Windows Service A few things to consider before you should schedule a Job using Quartz.Net - An instance of the scheduler service - A trigger - And last but not the least a job For example, if I wanted to schedule a script to run on the server, I should be jotting down answers to the below questions, a. Considering there are multiple machines set up with Quartz.Net windows service, how can I choose the instance of Quartz.Net where I want my script to be run b. What will trigger the execution of the job c. How often do I want the job to run d. Do I want the job to run right away or start after a delay or may be have the job start at a specific time e. What will happen to my job if Quartz.Net windows service is reset f. Do I want multiple instances of this job to run concurrently g. Can I pass parameters to the job being executed by Quartz.Net windows service Setting up your solution to use Quartz.Net API 1. Create a new C# Console Application project and call it “HelloWorldQuartzDotNet” and add a reference to Quartz.Net.dll. I use the NuGet Package Manager to add the reference. This can be done by right clicking references and choosing Manage NuGet packages, from the Nuget Package Manager choose Online from the left panel and in the search box on the right search for Quartz.Net. Click Install on the package “Quartz” (Screen shot below). 2. Right click the project and choose Add New Item. Add a new Interface and call it ‘IScheduledJob.cs’. Mark the Interface public and add the signature for Run. Your interface should look like below. namespace HelloWorldQuartzDotNet { public interface IScheduledJob { void Run(); } }   3. Right click the project and choose Add new Item. Add a class and call it ‘Scheduled Job’. Use this class to implement the interface ‘IscheduledJob.cs’. Look at the pseudo code in the implementation of the Run method. using System; namespace HelloWorldQuartzDotNet { class ScheduledJob : IScheduledJob { public void Run() { // Get an instance of the Quartz.Net scheduler // Define the Job to be scheduled // Associate a trigger with the Job // Assign the Job to the scheduler throw new NotImplementedException(); } } }   I’ll get into the implementation in more detail, but let’s look at the minimal configuration a sample configuration file for Quartz.Net service to work. Quartz.Net configuration In the App.Config file copy the below configuration <?xml version="1.0" encoding="utf-8" ?> <configuration> <configSections> <section name="quartz" type="System.Configuration.NameValueSectionHandler, System, Version=1.0.5000.0,Culture=neutral, PublicKeyToken=b77a5c561934e089" /> </configSections> <quartz> <add key="quartz.scheduler.instanceName" value="ServerScheduler" /> <add key="quartz.threadPool.type" value="Quartz.Simpl.SimpleThreadPool, Quartz" /> <add key="quartz.threadPool.threadCount" value="10" /> <add key="quartz.threadPool.threadPriority" value="2" /> <add key="quartz.jobStore.misfireThreshold" value="60000" /> <add key="quartz.jobStore.type" value="Quartz.Simpl.RAMJobStore, Quartz" /> </quartz> </configuration>   As you can see in the configuration above, I have included the instance name of the quartz scheduler, the thread pool type, count and priority, the job store type has been defined as RAM. You have the option of configuring that to ADO.NET JOB store. More details here. Writing & scheduling a hello world job with Quartz.Net Once fully implemented the ScheduleJob.cs class should look like below. I’ll walk you through the details of the implementation… - GetScheduler() uses the name of the quartz.net and listens on localhost port 555 to try and connect to the quartz.net windows service. - Run() an attempt is made to start the scheduler in case it is in standby mode - I have defined a job “WriteHelloToConsole” (that’s the name of the job), this job belongs to the group “IT”. Think of group as a logical grouping feature. It helps you bucket jobs into groups. Quartz.Net gives you the ability to pause or delete all jobs in a group (We’ll look at that in some of the future posts). I have requested for recovery of this job in case the quartz.net service fails over to the other node in the cluster. The jobType is “HelloWorldJob”. This is the class that would be called to execute the job. More details on this below… - I have defined a trigger for my job. I have called the trigger “WriteHelloToConsole”. The Trigger works on the cron schedule “0 0/1 * 1/1 * ? *” which means fire the job once every minute. I would recommend that you look at www.cronmaker.com a free and great website to build and parse cron expressions. The trigger has a priority 1. So, if two jobs are run at the same time, this trigger will have high priority and will be run first. - Use the Job and Trigger to schedule the job. This method returns a datetime offeset. It is possible to see the next fire time for the job from this variable. using System.Collections.Specialized; using System.Configuration; using Quartz; using System; using Quartz.Impl; namespace HelloWorldQuartzDotNet { class ScheduledJob : IScheduledJob { public void Run() { // Get an instance of the Quartz.Net scheduler var schd = GetScheduler(); // Start the scheduler if its in standby if (!schd.IsStarted) schd.Start(); // Define the Job to be scheduled var job = JobBuilder.Create<HelloWorldJob>() .WithIdentity("WriteHelloToConsole", "IT") .RequestRecovery() .Build(); // Associate a trigger with the Job var trigger = (ICronTrigger)TriggerBuilder.Create() .WithIdentity("WriteHelloToConsole", "IT") .WithCronSchedule("0 0/1 * 1/1 * ? *") // visit http://www.cronmaker.com/ Queues the job every minute .WithPriority(1) .Build(); // Assign the Job to the scheduler var schedule = schd.ScheduleJob(job, trigger); Console.WriteLine("Job '{0}' scheduled for '{1}'", "", schedule.ToString("r")); } // Get an instance of the Quartz.Net scheduler private static IScheduler GetScheduler() { try { var properties = new NameValueCollection(); properties["quartz.scheduler.instanceName"] = "ServerScheduler"; // set remoting expoter properties["quartz.scheduler.proxy"] = "true"; properties["quartz.scheduler.proxy.address"] = string.Format("tcp://{0}:{1}/{2}", "localhost", "555", "QuartzScheduler"); // Get a reference to the scheduler var sf = new StdSchedulerFactory(properties); return sf.GetScheduler(); } catch (Exception ex) { Console.WriteLine("Scheduler not available: '{0}'", ex.Message); throw; } } } }   The above highlighted values have been taken from the Quartz.config file, this file is available in the Quartz.net server installation directory. Implementation of my HelloWorldJob Class below. The HelloWorldJob class gets called to execute the job “WriteHelloToConsole” using the once every minute trigger set up for this job. The HelloWorldJob is a class that implements the interface IJob. I’ll walk you through the details of the implementation… - context is passed to the method execute by the quartz.net scheduler service. This has everything you need to pull out the job, trigger specific information. - for example. I have pulled out the value of the jobKey name, the fire time and next fire time. using Quartz; using System; namespace HelloWorldQuartzDotNet { class HelloWorldJob : IJob { public void Execute(IJobExecutionContext context) { try { Console.WriteLine("Job {0} fired @ {1} next scheduled for {2}", context.JobDetail.Key, context.FireTimeUtc.Value.ToString("r"), context.NextFireTimeUtc.Value.ToString("r")); Console.WriteLine("Hello World!"); } catch (Exception ex) { Console.WriteLine("Failed: {0}", ex.Message); } } } }   I’ll add a call to call the scheduler in the Main method in Program.cs using System; using System.Threading; namespace HelloWorldQuartzDotNet { class Program { static void Main(string[] args) { try { var sj = new ScheduledJob(); sj.Run(); Thread.Sleep(10000 * 10000); } catch (Exception ex) { Console.WriteLine("Failed: {0}", ex.Message); } } } }   This was third in the series of posts on enterprise scheduling using Quartz.net, in the next post I’ll be covering how to pass parameters to the scheduled task scheduled on Quartz.net windows service. Thank you for taking the time out and reading this blog post. If you enjoyed the post, remember to subscribe to http://feeds.feedburner.com/TarunArora. Stay tuned!

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  • C#: My World Clock

    - by Bruce Eitman
    [Placeholder:  I will post the entire project soon] I have been working on cleaning my office of 8 years of stuff from several engineers working on many projects.  It turns out that we have a few extra single board computers with displays, so at the end of the day last Friday I though why not create a little application to display the time, you know, a clock.  How difficult could that be?  It turns out that it is quite simple – until I decided to gold plate the project by adding time displays for our offices around the world. I decided to use C#, which actually made creating the main clock quite easy.   The application was simply a text box and a timer.  I set the timer to fire a couple of times a second, and when it does use a DateTime object to get the current time and retrieve a string to display. And I could have been done, but of course that gold plating came up.   Seems simple enough, simply offset the time from the local time to the location that I want the time for and display it.    Sure enough, I had the time displayed for UK, Italy, Kansas City, Japan and China in no time at all. But it is October, and for those of us still stuck with Daylight Savings Time, we know that the clocks are about to change.   My first attempt was to simply check to see if the local time was DST or Standard time, then change the offset for China.  China doesn’t have Daylight Savings Time. If you know anything about the time changes around the world, you already know that my plan is flawed – in a big way.   It turns out that the transitions in and out of DST take place at different times around the world.   If you didn’t know that, do a quick search for “Daylight Savings” and you will find many WEB sites dedicated to tracking the time changes dates, and times. Now the real challenge of this application; how do I programmatically find out when the time changes occur and handle them correctly?  After a considerable amount of research it turns out that the solution is to read the data from the registry and parse it to figure out when the time changes occur. Reading Time Change Information from the Registry Reading the data from the registry is simple, using the data is a little more complicated.  First, reading from the registry can be done like:             byte[] binarydata = (byte[])Registry.GetValue("HKEY_LOCAL_MACHINE\\Time Zones\\Eastern Standard Time", "TZI", null);   Where I have hardcoded the registry key for example purposes, but in the end I will use some variables.   We now have a binary blob with the data, but it needs to be converted to use the real data.   To start we will need a couple of structs to hold the data and make it usable.   We will need a SYSTEMTIME and REG_TZI_FORMAT.   You may have expected that we would need a TIME_ZONE_INFORMATION struct, but we don’t.   The data is stored in the registry as a REG_TZI_FORMAT, which excludes some of the values found in TIME_ZONE_INFORMATION.     struct SYSTEMTIME     {         internal short wYear;         internal short wMonth;         internal short wDayOfWeek;         internal short wDay;         internal short wHour;         internal short wMinute;         internal short wSecond;         internal short wMilliseconds;     }       struct REG_TZI_FORMAT     {         internal long Bias;         internal long StdBias;         internal long DSTBias;         internal SYSTEMTIME StandardStart;         internal SYSTEMTIME DSTStart;     }   Now we need to convert the binary blob to a REG_TZI_FORMAT.   To do that I created the following helper functions:         private void BinaryToSystemTime(ref SYSTEMTIME ST, byte[] binary, int offset)         {             ST.wYear = (short)(binary[offset + 0] + (binary[offset + 1] << 8));             ST.wMonth = (short)(binary[offset + 2] + (binary[offset + 3] << 8));             ST.wDayOfWeek = (short)(binary[offset + 4] + (binary[offset + 5] << 8));             ST.wDay = (short)(binary[offset + 6] + (binary[offset + 7] << 8));             ST.wHour = (short)(binary[offset + 8] + (binary[offset + 9] << 8));             ST.wMinute = (short)(binary[offset + 10] + (binary[offset + 11] << 8));             ST.wSecond = (short)(binary[offset + 12] + (binary[offset + 13] << 8));             ST.wMilliseconds = (short)(binary[offset + 14] + (binary[offset + 15] << 8));         }             private REG_TZI_FORMAT ConvertFromBinary(byte[] binarydata)         {             REG_TZI_FORMAT RTZ = new REG_TZI_FORMAT();               RTZ.Bias = binarydata[0] + (binarydata[1] << 8) + (binarydata[2] << 16) + (binarydata[3] << 24);             RTZ.StdBias = binarydata[4] + (binarydata[5] << 8) + (binarydata[6] << 16) + (binarydata[7] << 24);             RTZ.DSTBias = binarydata[8] + (binarydata[9] << 8) + (binarydata[10] << 16) + (binarydata[11] << 24);             BinaryToSystemTime(ref RTZ.StandardStart, binarydata, 4 + 4 + 4);             BinaryToSystemTime(ref RTZ.DSTStart, binarydata, 4 + 16 + 4 + 4);               return RTZ;         }   I am the first to admit that there may be a better way to get the settings from the registry and into the REG_TXI_FORMAT, but I am not a great C# programmer which I have said before on this blog.   So sometimes I chose brute force over elegant. Now that we have the Bias information and the start date information, we can start to make sense of it.   The bias is an offset, in minutes, from local time (if already in local time for the time zone in question) to get to UTC – or as Microsoft defines it: UTC = local time + bias.  Standard bias is an offset to adjust for standard time, which I think is usually zero.   And DST bias is and offset to adjust for daylight savings time. Since we don’t have the local time for a time zone other than the one that the computer is set to, what we first need to do is convert local time to UTC, which is simple enough using:                 DateTime.Now.ToUniversalTime(); Then, since we have UTC we need to do a little math to alter the formula to: local time = UTC – bias.  In other words, we need to subtract the bias minutes. I am ahead of myself though, the standard and DST start dates really aren’t dates.   Instead they indicate the month, day of week and week number of the time change.   The dDay member of SYSTEM time will be set to the week number of the date change indicating that the change happens on the first, second… day of week of the month.  So we need to convert them to dates so that we can determine which bias to use, and when to change to a different bias.   To do that, I wrote the following function:         private DateTime SystemTimeToDateTimeStart(SYSTEMTIME Time, int Year)         {             DayOfWeek[] Days = { DayOfWeek.Sunday, DayOfWeek.Monday, DayOfWeek.Tuesday, DayOfWeek.Wednesday, DayOfWeek.Thursday, DayOfWeek.Friday, DayOfWeek.Saturday };             DateTime InfoTime = new DateTime(Year, Time.wMonth, Time.wDay == 1 ? 1 : ((Time.wDay - 1) * 7) + 1, Time.wHour, Time.wMinute, Time.wSecond, DateTimeKind.Utc);             DateTime BestGuess = InfoTime;             while (BestGuess.DayOfWeek != Days[Time.wDayOfWeek])             {                 BestGuess = BestGuess.AddDays(1);             }             return BestGuess;         }   SystemTimeToDateTimeStart gets two parameters; a SYSTEMTIME and a year.   The reason is that we will try this year and next year because we are interested in start dates that are in the future, not the past.  The function starts by getting a new Datetime with the first possible date and then looking for the correct date. Using the start dates, we can then determine the correct bias to use, and the next date that time will change:             NextTimeChange = StandardChange;             CurrentBias = TimezoneSettings.Bias + TimezoneSettings.DSTBias;             if (DSTChange.Year != 1 && StandardChange.Year != 1)             {                 if (DSTChange.CompareTo(StandardChange) < 0)                 {                     NextTimeChange = DSTChange;                     CurrentBias = TimezoneSettings.StdBias + TimezoneSettings.Bias;                 }             }             else             {                 // I don't like this, but it turns out that China Standard Time                 // has a DSTBias of -60 on every Windows system that I tested.                 // So, if no DST transitions, then just use the Bias without                 // any offset                 CurrentBias = TimezoneSettings.Bias;             }   Note that some time zones do not change time, in which case the years will remain set to 1.   Further, I found that the registry settings are actually wrong in that the DST Bias is set to -60 for China even though there is not DST in China, so I ignore the standard and DST bias for those time zones. There is one thing that I have not solved, and don’t plan to solve.  If the time zone for this computer changes, this application will not update the clock using the new time zone.  I tell  you this because you may need to deal with it – I do not because I won’t let the user get to the control panel applet to change the timezone. Copyright © 2012 – Bruce Eitman All Rights Reserved

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  • 2D OBB collision detection, resolving collisions?

    - by Milo
    I currently use OBBs and I have a vehicle that is a rigid body and some buildings. Here is my update() private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); vehicle.update(16.6666f / 1000.0f); ArrayList<Building> buildings = city.getBuildings(); for(Building b : buildings) { if(vehicle.getRect().overlaps(b.getRect())) { vehicle.update(-17.0f / 1000.0f); break; } } } The collision detection works well. What doesn't is how they are dealt with. My goal is simple. If the vehicle hits a building, it should stop, and never go into the building. When I apply negative torque to reverse the car should not feel buggy and move away from the building. I don't want this to look buggy. This is my rigid body class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setCenter(c.x, c.y); forces = new Vector2D(0,0); //clear forces //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { Matrix mat = new Matrix(); float[] Vector2Ds = new float[2]; Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { Matrix mat = new Matrix(); float[] Vectors = new float[2]; Vectors[0] = world.x; Vectors[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vectors); return new Vector2D(Vectors[0], Vectors[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { Vector2D tangent = new Vector2D(-worldOffset.y, worldOffset.x); return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces = Vector2D.add(forces ,worldForce); //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } } Essentially, when any rigid body hits a building it should exhibit the same behavior. How is collision solving usually done? Thanks

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  • How to create a 2D map of room by a few images/movie frames ?

    - by Nils
    I'd like to create a simple 2D map of a room by getting pictures (ceiling) of all directions (360° - e.g. movie frames), recognize the walls by edge detection, delete other unwanted objects, concat the images at the right position (cf. walls, panorama) and finally create the approximate 2D map (looking on it from above). Getting the scale would be another parameter, which might be useful. I have some own ideas at the moment, by using e.g. the Sobel algorithm, but it would be interesting if somebody out there knows some project or software (GPL,freeware prefered) doing this already, as I'm still looking for some examples, which might help me. Thanks.

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  • Sun Fire X4800 M2 Posts World Record x86 SPECjEnterprise2010 Result

    - by Brian
    Oracle's Sun Fire X4800 M2 using the Intel Xeon E7-8870 processor and Sun Fire X4470 M2 using the Intel Xeon E7-4870 processor, produced a world record single application server SPECjEnterprise2010 benchmark result of 27,150.05 SPECjEnterprise2010 EjOPS. The Sun Fire X4800 M2 server ran the application tier and the Sun Fire X4470 M2 server was used for the database tier. The Sun Fire X4800 M2 server demonstrated 63% better performance compared to IBM P780 server result of 16,646.34 SPECjEnterprise2010 EjOPS. The Sun Fire X4800 M2 server demonstrated 4% better performance than the Cisco UCS B440 M2 result, both results used the same number of processors. This result used Oracle WebLogic Server 12c, Java HotSpot(TM) 64-Bit Server 1.7.0_02, and Oracle Database 11g. This result was produced using Oracle Linux. Performance Landscape Complete benchmark results are at the SPEC website, SPECjEnterprise2010 Results. The table below compares against the best results from IBM and Cisco. SPECjEnterprise2010 Performance Chart as of 3/12/2012 Submitter EjOPS* Application Server Database Server Oracle 27,150.05 1x Sun Fire X4800 M2 8x 2.4 GHz Intel Xeon E7-8870 Oracle WebLogic 12c 1x Sun Fire X4470 M2 4x 2.4 GHz Intel Xeon E7-4870 Oracle Database 11g (11.2.0.2) Cisco 26,118.67 2x UCS B440 M2 Blade Server 4x 2.4 GHz Intel Xeon E7-4870 Oracle WebLogic 11g (10.3.5) 1x UCS C460 M2 Blade Server 4x 2.4 GHz Intel Xeon E7-4870 Oracle Database 11g (11.2.0.2) IBM 16,646.34 1x IBM Power 780 8x 3.86 GHz POWER 7 WebSphere Application Server V7 1x IBM Power 750 Express 4x 3.55 GHz POWER 7 IBM DB2 9.7 Workgroup Server Edition FP3a * SPECjEnterprise2010 EjOPS, bigger is better. Configuration Summary Application Server: 1 x Sun Fire X4800 M2 8 x 2.4 GHz Intel Xeon processor E7-8870 256 GB memory 4 x 10 GbE NIC 2 x FC HBA Oracle Linux 5 Update 6 Oracle WebLogic Server 11g Release 1 (10.3.5) Java HotSpot(TM) 64-Bit Server VM on Linux, version 1.7.0_02 (Java SE 7 Update 2) Database Server: 1 x Sun Fire X4470 M2 4 x 2.4 GHz Intel Xeon E7-4870 512 GB memory 4 x 10 GbE NIC 2 x FC HBA 2 x Sun StorageTek 2540 M2 4 x Sun Fire X4270 M2 4 x Sun Storage F5100 Flash Array Oracle Linux 5 Update 6 Oracle Database 11g Enterprise Edition Release 11.2.0.2 Benchmark Description SPECjEnterprise2010 is the third generation of the SPEC organization's J2EE end-to-end industry standard benchmark application. The SPECjEnterprise2010 benchmark has been designed and developed to cover the Java EE 5 specification's significantly expanded and simplified programming model, highlighting the major features used by developers in the industry today. This provides a real world workload driving the Application Server's implementation of the Java EE specification to its maximum potential and allowing maximum stressing of the underlying hardware and software systems. The workload consists of an end to end web based order processing domain, an RMI and Web Services driven manufacturing domain and a supply chain model utilizing document based Web Services. The application is a collection of Java classes, Java Servlets, Java Server Pages, Enterprise Java Beans, Java Persistence Entities (pojo's) and Message Driven Beans. The SPECjEnterprise2010 benchmark heavily exercises all parts of the underlying infrastructure that make up the application environment, including hardware, JVM software, database software, JDBC drivers, and the system network. The primary metric of the SPECjEnterprise2010 benchmark is jEnterprise Operations Per Second ("SPECjEnterprise2010 EjOPS"). This metric is calculated by adding the metrics of the Dealership Management Application in the Dealer Domain and the Manufacturing Application in the Manufacturing Domain. There is no price/performance metric in this benchmark. Key Points and Best Practices Sixteen Oracle WebLogic server instances were started using numactl, binding 2 instances per chip. Eight Oracle database listener processes were started, binding 2 instances per chip using taskset. Additional tuning information is in the report at http://spec.org. See Also Oracle Press Release -- SPECjEnterprise2010 Results Page Sun Fire X4800 M2 Server oracle.com OTN Sun Fire X4270 M2 Server oracle.com OTN Sun Storage 2540-M2 Array oracle.com OTN Oracle Linux oracle.com OTN Oracle Database 11g Release 2 Enterprise Edition oracle.com OTN WebLogic Suite oracle.com OTN Disclosure Statement SPEC and the benchmark name SPECjEnterprise are registered trademarks of the Standard Performance Evaluation Corporation. Sun Fire X4800 M2, 27,150.05 SPECjEnterprise2010 EjOPS; IBM Power 780, 16,646.34 SPECjEnterprise2010 EjOPS; Cisco UCS B440 M2, 26,118.67 SPECjEnterprise2010 EjOPS. Results from www.spec.org as of 3/27/2012.

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  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

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  • Rotating a view of a chunked 2d tilemap

    - by Danie Clawson
    I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be able to "rotate" the view of the world, even though I'm using all hand-drawn graphics and blitting. Therefor, I need to rotate the actual world itself, or change how the Camera traverses these arrays. How can, or should, I create individual rotations of 90 degrees, when I have multi-dimensional arrays? Is it faster to actually rotate the array, to access it differently, or to create pre-computed accessor(?) arrays, something like how my chunks work? How can I rotate an individual chunk, or set of chunks? Currently I establish my tile grid like this (tile height not included): function Surface(WIDTH, HEIGHT) { WIDTH = Math.max(WIDTH-(WIDTH%TPC), TPC); HEIGHT = Math.max(HEIGHT-(HEIGHT%TPC), TPC); this.tiles = []; this.chunks = []; //Establish tiles for(var x = 0; x < WIDTH; x++) { var col = [], ch_x = Math.floor(x/TPC); if(!this.chunks[ch_x]) this.chunks.push([]); for(var y = 0; y < HEIGHT; y++) { var tile = new Tile(x, y), ch_y = Math.floor(y/TPC); if(!this.chunks[ch_x][ch_y]) this.chunks[ch_x].push([]); this.chunks[ch_x][ch_y].push(tile); col.push(tile); } this.tiles.push(col); } }; Even some basic advice on my data struct would be much appreciated.

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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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  • Confusion with floats converted into ints during collision detection

    - by TheBroodian
    So in designing a 2D platformer, I decided that I should be using a Vector2 to track the world location of my world objects to retain some sub-pixel precision for slow-moving objects and other such subtle nuances, yet representing their bodies with Rectangles, because as far as collision detection and resolution is concerned, I don't need sub-pixel precision. I thought that the following line of thought would work smoothly... Vector2 wrldLocation; Point WorldLocation; Rectangle collisionRectangle; public void Update(GameTime gameTime) { Vector2 moveAmount = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds wrldLocation += moveAmount; WorldLocation = new Point((int)wrldLocation.X, (int)wrldLocation.Y); collisionRectangle = new Rectangle(WorldLocation.X, WorldLocation.Y, genericWidth, genericHeight); } and I guess in theory it sort of works, until I try to use it in conjunction with my collision detection, which works by using Rectangle.Offset() to project where collisionRectangle would supposedly end up after applying moveAmount to it, and if a collision is found, finding the intersection and subtracting the difference between the two intersecting sides to the given moveAmount, which would theoretically give a corrected moveAmount to apply to the object's world location that would prevent it from passing through walls and such. The issue here is that Rectangle.Offset() only accepts ints, and so I'm not really receiving an accurate adjustment to moveAmount for a Vector2. If I leave out wrldLocation from my previous example, and just use WorldLocation to keep track of my object's location, everything works smoothly, but then obviously if my object is being given velocities less than 1 pixel per update, then the velocity value may as well be 0, which I feel further down the line I may regret. Does anybody have any suggestions about how I might go about resolving this?

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  • Draw "vision cone" / targetting element onto game world

    - by gkimsey
    I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area attacks. Something generic enough to be used for both would be ideal. I need to be able to procedurally (and efficiently) change things like the slice width and length, color, transparency, position in the world, etc. For my particular situation, there's no concern with elevation, funky terrain, or really any third axis at all as far as this element is concerned. I have two first inclinations on how to accomplish this: 1) Manually generate the vertices for a main triangle, (possibly two, superimposed to get the border effect), a handful more to approximate the arc at the end, and roll it into a mesh. 2) Use some sort of 2D drawing library to create a circle and mask it off at the right angles, render to texture, and use that. For reference, I have some experience with Ogre3D, but I'm not attached to it as this is a mostly academic pursuit at the moment. Other technologies that might be better at accomplishing this are more than welcome. Finally, I'm kind of curious about how to do a "flashlight" or similar 3D effect that could produce the same result, but on all surfaces in the lit area.

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  • AGENT: The World's Smartest Watch

    - by Rob Chartier
    AGENT: The World's Smartest Watch by Secret Labs + House of Horology Disclaimer: Most if not all of this content has been gleaned from the comments on the Kickstarter project page and comments section. Any discrepancies between this post and any documentation on agentwatches.com, kickstarter.com, etc.., those official sites take precedence. Overview The next generation smartwatch with brand-new technology. World-class developer tools, unparalleled battery life, Qi wireless charging. Kickstarter Page, Comments Funding period : May 21, 2013 - Jun 20, 2013 MSRP : $249 Other Urls http://www.agentwatches.com/ https://www.facebook.com/agentwatches http://twitter.com/agentwatches http://pinterest.com/agentwatches/ http://paper.li/robchartier/1371234640 Developer Story The first official launch of the preview SDK and emulator will happen on 20-Jun-2013.  All development will be done in Visual Studio 2012, using the .NET Micro Framework SDK 2.3.  The SDK will ship with the first round of the expected API for developers along with an emulator. With that said, there is no need to wait for the SDK.  You can download the tooling now and get started with Apps and Faces immediately.  The only thing that you will not be able to work with is the API; but for example, watch faces, you can start building the basic face rendering with the Bitmap graphics drawing in the .NET Micro Framework.   Does it look good? Before we dig into any more of the gory details, here are a few photos of the current available prototype models.   The watch on the tiny QI Charter   If you wander too far away from your phone, your watch will let you know with a vibration and a message, all but one button will dismiss the message.   An app showing the premium weather data!   Nice stitching on the straps, leather and silicon will be available, along with a few lengths to choose from (short, regular, long lengths). On to those gory details…. Hardware Specs Processor 120MHz ARM Cortex-M4 processor (ATSAM4SD32) with secondary AVR co-processor Flash & RAM 2MB of onboard flash and 160KB of RAM 1/4 of the onboard flash will be used by the OS The flash is permanent (non-volatile) storage. Bluetooth Bluetooth 4.0 BD/EDR + LE Bluetooth 4.0 is backwards compatible with Bluetooth 2.1, so classic Bluetooth functions (BD/EDR, SPP/AVRCP/PBAP/etc.) will work fine. Sensors 3D Accelerometer (Motion) ST LSM303DLHC Ambient Light Sensor Hardware power metering Vibration Motor (You can pulse it to create vibration patterns, not sure about the vibration strength - driven with PWM) No piezo/speaker or microphone. Other QI Wireless Charging, no NFC, no wall adapter included Custom LED Backlight No GPS in the watch. It uses the GPS in your phone. AGENT watch apps are deployed and debugged wirelessly from your PC via Bluetooth. RoHS, Pb-free Battery Expected to use a CR2430-sized rechargeable battery – replaceable (Mouser, Amazon) Estimated charging time from empty is 2 hours with provided charger 7 Days typical with Bluetooth on, 30 days with Bluetooth off (watch-face only mode) The battery should last at least 2 years, with 100s of charge cycles. Physical dimensions Roughly 38mm top-to-bottom on the front face 35mm left-to-right on the front face and around 12mm in depth 22mm strap Two ~1/16" hex screws to attach the watch pin The top watchcase material candidates are PVD stainless steel, brushed matte ceramic, and high-quality polycarbonate (TBD). The glass lens is mineral glass, Anti-glare glass lens Strap options Leather and silicon straps will be available Expected to have three sizes Display 1.28" Sharp Memory Display The display stays on 100% of the time. Dimensions: 128x128 pixels Buttons Custom "Pusher" buttons, they will not make noise like a mouse click, and are very durable. The top-left button activates the backlight; bottom-left changes apps; three buttons on the right are up/select/down and can be used for custom purposes by apps. Backup reset procedure is currently activated by holding the home/menu button and the top-right user button for about ten seconds Device Support Android 2.3 or newer iPhone 4S or newer Windows Phone 8 or newer Heart Rate monitors - Bluetooth SPP or Bluetooth LE (GATT) is what you'll want the heart monitor to support. Almost limitless Bluetooth device support! Internationalization & Localization Full UTF8 Support from the ground up. AGENT's user interface is in English. Your content (caller ID, music tracks, notifications) will be in your native language. We have a plan to cover most major character sets, with Latin characters pre-loaded on the watch. Simplified Chinese will be available Feature overview Phone lost alert Caller ID Music Control (possible volume control) Wireless Charging Timer Stopwatch Vibrating Alarm (possibly custom vibrations for caller id) A few default watch faces Airplane mode (by demand or low power) Can be turned off completely Customizable 3rd party watch faces, applications which can be loaded over bluetooth. Sample apps that maybe installed Weather Sample Apps not installed Exercise App Other Possible Skype integration over Bluetooth. They will provide an AGENT app for your smartphone (iPhone, Android, Windows Phone). You'll be able to use it to load apps onto the watch.. You will be able to cancel phone calls. With compatible phones you can also answer, end, etc. They are adopting the standard hands-free profile to provide these features and caller ID.

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  • SQL Developer at Oracle Open World 2012

    - by thatjeffsmith
    We have a lot going on in San Francisco this fall. One of the most personal exciting bits, for what will be my 4th or 5th Open World, is that this will be my FIRST as a member of Team Oracle. I’ve presented once before, but most years it was just me pressing flesh at the vendor booths. After 3-4 days of standing and talking, you’re ready to just go home and not do anything for a few weeks. This time I’ll have a chance to walk around and talk with our users and get a good idea of what’s working and what’s not. Of course it will be a great opportunity for you to find us and get to know your SQL Developer team! 3.4 miles across and back – thanks Ashley for signing me up for the run! This year is going to be a bit crazy. Work wise I’ll be presenting twice, working a booth, and proctoring several of our Hands-On Labs. The fun parts will be equally crazy though – running across the Bay Bridge (I don’t run), swimming the Bay (I don’t swim), having my wife fly out on Wednesday for the concert, and then our first WhiskyFest on Friday (I do drink whisky though.) But back to work – let’s talk about EVERYTHING you can expect from the SQL Developer team. Booth Hours We’ll have 2 ‘demo pods’ in the Exhibition Hall over at Moscone South. Look for the farm of Oracle booths, we’ll be there under the signs that say ‘SQL Developer.’ There will be several people on hand, mostly developers (yes, they still count as people), who can answer your questions or demo the latest features. Come by and say ‘Hi!’, and let us know what you like and what you think we can do better. Seriously. Monday 10AM – 6PM Tuesday 9:45AM – 6PM Wednesday 9:45AM – 4PM Presentations Stop by for an hour, pull up a chair, sit back and soak in all the SQL Developer goodness. You’ll only have to suffer my bad jokes for two of the presentations, so please at least try to come to the other ones. We’ll be talking about data modeling, migrations, source control, and new features in versions 3.1 and 3.2 of SQL Developer and SQL Developer Data Modeler. Day Time Event Monday 10:454:45 What’s New in SQL Developer Why Move to Oracle Application Express Listener Tueday 10:1511:455:00 Using Subversion in Oracle SQL Developer Data Modeler Oracle SQL Developer Tips & Tricks Database Design with Oracle SQL Developer Data Modeler Wednesday 11:453:30 Migrating Third-Party Databases and Applications to Oracle Exadata 11g Enterprise Options and Management Packs for Developers Hands On Labs (HOLs) The Hands On Labs allow you to come into a classroom environment, sit down at a computer, and run through some exercises. We’ll provide the hardware, software, and training materials. It’s self-paced, but we’ll have several helpers walking around to answer questions and chat up any SQL Developer or database topic that comes to mind. If your employer is sending you to Open World for all that great training, the HOLs are a great opportunity to capitalize on that. They are only 60 minutes each, so you don’t have to worry about burning out. And there’s no homework! Of course, if you do want to take the labs home with you, many are already available via the Developer Day Hands-On Database Applications Developer Lab. You will need your own computer for those, but we’ll take care of the rest. Wednesday PL/SQL Development and Unit Testing with Oracle SQL Developer 10:15 Performance Tuning with Oracle SQL Developer 11:45 Thursday The Soup to Nuts of Data Modeling with Oracle SQL Developer Data Modeler 11:15 Some Parting Advice Always wanted to meet your favorite Oracle authors, speakers, and thought-leaders? Don’t be shy, walk right up to them and introduce yourself. Normal social rules still apply, but at the conference everyone is open and up for meeting and talking with attendees. Just understand if there’s a line that you might only get a minute or two. It’s a LONG conference though, so you’ll have plenty of time to catch up with everyone. If you’re going to be around on Tuesday evening, head on over to the OTN Lounge from 4:30 to 6:30 and hang out for our Tweet Meet. That’s right, all the Oracle nerds on Twitter will be there in one place. Be sure to put your Twitter handle on your name tag so we know who you are!

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