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  • EMC VPlex Buyer's Guide

    With its recent release of VPlex, EMC is anything but quiet about its private cloud vision. At EMC World earlier this month, it elaborated on tis plans to go the distance with virtual storage.

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  • EMC VPlex Buyer's Guide

    With its recent release of VPlex, EMC is anything but quiet about its private cloud vision. At EMC World earlier this month, it elaborated on tis plans to go the distance with virtual storage.

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  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

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  • What is the best keyboard for typing speed (not layouts)

    - by Gapton
    So I am a programmer, and I like playing typing speed games. My typing speed is, for common English words, 85 to 90 wpm, max 95. I type on various devices, my laptop, desktop, office pc.... they all have slightly different keyboards. Being a curious programmer, I wonder what types of keyboard is used for the highest possible typing speed. Or let me phrase it in another way, what is the type of keyboards that people use in typing speed contest? Here is something I know that I feel like I can share: It must be a wired keyboard, I can feel the lag as I am typing this on my wireless keyboard, even if it is a slightly more expensive model which claims to have zero lag. I know people prefer a mechanical keyboard, for the hepatic feedback, however I have not tried one. It lasts longer and is noisy, it also does not have the problem of normal keyboards where you press many keys at a time the signals will get all jammed and the computer will only receive one or two keys. I personally prefer those "thin profile" keyboards. I type a lot, and 95 wpm put me in the top 5%, this is of course just on a gaming site. However when I type on the fat keyboards, my fingers have to travel a much longer distance before the keys actually click. This is where I find myself typing much faster with those thin profile keyboards found on my laptop. Because my fingers only hover on the keys and I only need to press a short distance, each stroke takes less force and light rapid strokes is what makes me type fast. When I type on a fat keyboard, I was forced to use heavy strokes, and this slows me down. There must be some people out there who are keyboard scientists, who actually do experiments and user tests with different setups. It would be interesting to understand more about the things we use everyday for not just work but a majority of our communications. P.S. this is about hardware and not about switching keyboard layouts to dvorak

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  • SQL Spatial: Getting “nearest” calculations working properly

    - by Rob Farley
    If you’ve ever done spatial work with SQL Server, I hope you’ve come across the ‘nearest’ problem. You have five thousand stores around the world, and you want to identify the one that’s closest to a particular place. Maybe you want the store closest to the LobsterPot office in Adelaide, at -34.925806, 138.605073. Or our new US office, at 42.524929, -87.858244. Or maybe both! You know how to do this. You don’t want to use an aggregate MIN or MAX, because you want the whole row, telling you which store it is. You want to use TOP, and if you want to find the closest store for multiple locations, you use APPLY. Let’s do this (but I’m going to use addresses in AdventureWorks2012, as I don’t have a list of stores). Oh, and before I do, let’s make sure we have a spatial index in place. I’m going to use the default options. CREATE SPATIAL INDEX spin_Address ON Person.Address(SpatialLocation); And my actual query: WITH MyLocations AS (SELECT * FROM (VALUES ('LobsterPot Adelaide', geography::Point(-34.925806, 138.605073, 4326)),                        ('LobsterPot USA', geography::Point(42.524929, -87.858244, 4326))                ) t (Name, Geo)) SELECT l.Name, a.AddressLine1, a.City, s.Name AS [State], c.Name AS Country FROM MyLocations AS l CROSS APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a JOIN Person.StateProvince AS s     ON s.StateProvinceID = a.StateProvinceID JOIN Person.CountryRegion AS c     ON c.CountryRegionCode = s.CountryRegionCode ; Great! This is definitely working. I know both those City locations, even if the AddressLine1s don’t quite ring a bell. I’m sure I’ll be able to find them next time I’m in the area. But of course what I’m concerned about from a querying perspective is what’s happened behind the scenes – the execution plan. This isn’t pretty. It’s not using my index. It’s sucking every row out of the Address table TWICE (which sucks), and then it’s sorting them by the distance to find the smallest one. It’s not pretty, and it takes a while. Mind you, I do like the fact that it saw an indexed view it could use for the State and Country details – that’s pretty neat. But yeah – users of my nifty website aren’t going to like how long that query takes. The frustrating thing is that I know that I can use the index to find locations that are within a particular distance of my locations quite easily, and Microsoft recommends this for solving the ‘nearest’ problem, as described at http://msdn.microsoft.com/en-au/library/ff929109.aspx. Now, in the first example on this page, it says that the query there will use the spatial index. But when I run it on my machine, it does nothing of the sort. I’m not particularly impressed. But what we see here is that parallelism has kicked in. In my scenario, it’s split the data up into 4 threads, but it’s still slow, and not using my index. It’s disappointing. But I can persuade it with hints! If I tell it to FORCESEEK, or use my index, or even turn off the parallelism with MAXDOP 1, then I get the index being used, and it’s a thing of beauty! Part of the plan is here: It’s massive, and it’s ugly, and it uses a TVF… but it’s quick. The way it works is to hook into the GeodeticTessellation function, which is essentially finds where the point is, and works out through the spatial index cells that surround it. This then provides a framework to be able to see into the spatial index for the items we want. You can read more about it at http://msdn.microsoft.com/en-us/library/bb895265.aspx#tessellation – including a bunch of pretty diagrams. One of those times when we have a much more complex-looking plan, but just because of the good that’s going on. This tessellation stuff was introduced in SQL Server 2012. But my query isn’t using it. When I try to use the FORCESEEK hint on the Person.Address table, I get the friendly error: Msg 8622, Level 16, State 1, Line 1 Query processor could not produce a query plan because of the hints defined in this query. Resubmit the query without specifying any hints and without using SET FORCEPLAN. And I’m almost tempted to just give up and move back to the old method of checking increasingly large circles around my location. After all, I can even leverage multiple OUTER APPLY clauses just like I did in my recent Lookup post. WITH MyLocations AS (SELECT * FROM (VALUES ('LobsterPot Adelaide', geography::Point(-34.925806, 138.605073, 4326)),                        ('LobsterPot USA', geography::Point(42.524929, -87.858244, 4326))                ) t (Name, Geo)) SELECT     l.Name,     COALESCE(a1.AddressLine1,a2.AddressLine1,a3.AddressLine1),     COALESCE(a1.City,a2.City,a3.City),     s.Name AS [State],     c.Name AS Country FROM MyLocations AS l OUTER APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     WHERE l.Geo.STDistance(ad.SpatialLocation) < 1000     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a1 OUTER APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     WHERE l.Geo.STDistance(ad.SpatialLocation) < 5000     AND a1.AddressID IS NULL     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a2 OUTER APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     WHERE l.Geo.STDistance(ad.SpatialLocation) < 20000     AND a2.AddressID IS NULL     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a3 JOIN Person.StateProvince AS s     ON s.StateProvinceID = COALESCE(a1.StateProvinceID,a2.StateProvinceID,a3.StateProvinceID) JOIN Person.CountryRegion AS c     ON c.CountryRegionCode = s.CountryRegionCode ; But this isn’t friendly-looking at all, and I’d use the method recommended by Isaac Kunen, who uses a table of numbers for the expanding circles. It feels old-school though, when I’m dealing with SQL 2012 (and later) versions. So why isn’t my query doing what it’s supposed to? Remember the query... WITH MyLocations AS (SELECT * FROM (VALUES ('LobsterPot Adelaide', geography::Point(-34.925806, 138.605073, 4326)),                        ('LobsterPot USA', geography::Point(42.524929, -87.858244, 4326))                ) t (Name, Geo)) SELECT l.Name, a.AddressLine1, a.City, s.Name AS [State], c.Name AS Country FROM MyLocations AS l CROSS APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a JOIN Person.StateProvince AS s     ON s.StateProvinceID = a.StateProvinceID JOIN Person.CountryRegion AS c     ON c.CountryRegionCode = s.CountryRegionCode ; Well, I just wasn’t reading http://msdn.microsoft.com/en-us/library/ff929109.aspx properly. The following requirements must be met for a Nearest Neighbor query to use a spatial index: A spatial index must be present on one of the spatial columns and the STDistance() method must use that column in the WHERE and ORDER BY clauses. The TOP clause cannot contain a PERCENT statement. The WHERE clause must contain a STDistance() method. If there are multiple predicates in the WHERE clause then the predicate containing STDistance() method must be connected by an AND conjunction to the other predicates. The STDistance() method cannot be in an optional part of the WHERE clause. The first expression in the ORDER BY clause must use the STDistance() method. Sort order for the first STDistance() expression in the ORDER BY clause must be ASC. All the rows for which STDistance returns NULL must be filtered out. Let’s start from the top. 1. Needs a spatial index on one of the columns that’s in the STDistance call. Yup, got the index. 2. No ‘PERCENT’. Yeah, I don’t have that. 3. The WHERE clause needs to use STDistance(). Ok, but I’m not filtering, so that should be fine. 4. Yeah, I don’t have multiple predicates. 5. The first expression in the ORDER BY is my distance, that’s fine. 6. Sort order is ASC, because otherwise we’d be starting with the ones that are furthest away, and that’s tricky. 7. All the rows for which STDistance returns NULL must be filtered out. But I don’t have any NULL values, so that shouldn’t affect me either. ...but something’s wrong. I do actually need to satisfy #3. And I do need to make sure #7 is being handled properly, because there are some situations (eg, differing SRIDs) where STDistance can return NULL. It says so at http://msdn.microsoft.com/en-us/library/bb933808.aspx – “STDistance() always returns null if the spatial reference IDs (SRIDs) of the geography instances do not match.” So if I simply make sure that I’m filtering out the rows that return NULL… …then it’s blindingly fast, I get the right results, and I’ve got the complex-but-brilliant plan that I wanted. It just wasn’t overly intuitive, despite being documented. @rob_farley

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  • Adding objects to the environment at timed intervals

    - by david
    I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights? Here is my code: /**** FOX CLASS ****/ import env3d.EnvObject; import java.util.ArrayList; public class Fox extends Creature { private int frame = 0; public Fox(double x, double y, double z) { super(x, y, z); // Must use the mutator as the fields have private access // in the parent class setTexture("models/fox/fox.png"); setModel("models/fox/fox.obj"); setScale(1.4); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; setX(getX()-0.2); setRotateY(270); if (frame > 120) { Fox f = new Fox(60, 1, (int)(Math.random()*28)+1); new_creatures.add(f); frame = 0; } for (Creature c : creatures) { if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) { dead_creatures.add(c); } } for (Creature c : creatures) { if (c.getX() < 1 && c instanceof Fox) { dead_creatures.add(c); } } } } import env3d.Env; import java.util.ArrayList; import org.lwjgl.input.Keyboard; /** * A predator and prey simulation. Fox is the predator and Tux is the prey. */ public class Game { private Env env; private boolean finished; private ArrayList<Creature> creatures; private KingTux king; private Snowball ball; private int tuxcounter; private int kills; /** * Constructor for the Game class. It sets up the foxes and tuxes. */ public Game() { // we use a separate ArrayList to keep track of each animal. // our room is 50 x 50. creatures = new ArrayList<Creature>(); for (int i = 0; i < 10; i++) { creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1)); } for (int i = 0; i < 1; i++) { creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1)); } king = new KingTux(25, 1, 35); ball = new Snowball(-400, -400, -400); } /** * Play the game */ public void play() { finished = false; // Create the new environment. Must be done in the same // method as the game loop env = new Env(); // Make the room 50 x 50. env.setRoom(new Room()); // Add all the animals into to the environment for display for (Creature c : creatures) { env.addObject(c); } for (Creature c : creatures) { if (c instanceof Tux) { tuxcounter++; } } env.addObject(king); env.addObject(ball); // Sets up the camera env.setCameraXYZ(30, 50, 55); env.setCameraPitch(-63); // Turn off the default controls env.setDefaultControl(false); // A list to keep track of dead tuxes. ArrayList<Creature> dead_creatures = new ArrayList<Creature>(); ArrayList<Creature> new_creatures = new ArrayList<Creature>(); // The main game loop while (!finished) { if (env.getKey() == 1 || tuxcounter == 0) { finished = true; } env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0); env.setDisplayStr("Kills: " + kills, 140, 0); processInput(); ball.move(); king.check(); // Move each fox and tux. for (Creature c : creatures) { c.move(creatures, dead_creatures, new_creatures); } for (Creature c : creatures) { if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) { dead_creatures.add(c); ball.setX(-400); ball.setY(-400); ball.setZ(-400); kills++; } } // Clean up of the dead tuxes. for (Creature c : dead_creatures) { if (c instanceof Tux) { tuxcounter--; } env.removeObject(c); creatures.remove(c); } for (Creature c : new_creatures) { creatures.add(c); env.addObject(c); } // we clear the ArrayList for the next loop. We could create a new one // every loop but that would be very inefficient. dead_creatures.clear(); new_creatures.clear(); // Update display env.advanceOneFrame(); } // Just a little clean up env.exit(); } private void processInput() { int keyDown = env.getKeyDown(); int key = env.getKey(); if (keyDown == 203) { king.setX(king.getX()-1); } else if (keyDown == 205) { king.setX(king.getX()+1); } if (ball.getX() <= -400 && key == Keyboard.KEY_S) { ball.setX(king.getX()); ball.setY(king.getY()); ball.setZ(king.getZ()); } } /** * Main method to launch the program. */ public static void main(String args[]) { (new Game()).play(); } } /**** CREATURE CLASS ****/ /* (Parent class to Tux, Fox, and KingTux) */ import env3d.EnvObject; import java.util.ArrayList; abstract public class Creature extends EnvObject { private int frame; private double rand; /** * Constructor for objects of class Creature */ public Creature(double x, double y, double z) { setX(x); setY(y); setZ(z); setScale(1); rand = Math.random(); } private void randomGenerator() { rand = Math.random(); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; if (frame > 12) { randomGenerator(); frame = 0; } // if (rand < 0.25) { // setX(getX()+0.3); // setRotateY(90); // } else if (rand < 0.5) { // setX(getX()-0.3); // setRotateY(270); // } else if (rand < 0.75) { // setZ(getZ()+0.3); // setRotateY(0); // } else if (rand < 1) { // setZ(getZ()-0.3); // setRotateY(180); // } if (rand < 0.5) { setRotateY(getRotateY()-7); } else if (rand < 1) { setRotateY(getRotateY()+7); } setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5); setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5); if (getX() < getScale()) setX(getScale()); if (getX() > 50-getScale()) setX(50 - getScale()); if (getZ() < getScale()) setZ(getScale()); if (getZ() > 50-getScale()) setZ(50 - getScale()); // The move method now handles collision detection if (this instanceof Fox) { for (Creature c : creatures) { if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) { dead_creatures.add(c); } } } } } The rest of the classes are a bit trivial to this specific problem.

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  • Android: preferences not being stored automatically

    - by Vitaly
    I'm trying to use preference screen. I'm following all steps from online tutorial (once I couldn't get it working, I found other tutorials, and steps seem to be fine). I get to preferences screen, edit values, return to calling activity (via hardware return button). In DDMS perspective FileExplorer shows package_name_preferences.xml file with preferences that should be stored. It contains: <?xml version='1.0' encoding='utf-8' standalone='yes' ?> <map> <string name="false">kg</string> </map> while I expect (data line only shown). <string name="weight">kg</string> Also, if I go change only 1 preference, the same value changes, not a new row is created. I'm just tempted to write my own preference classes that would store data in files or DB, but I know that preferences should work, it just doesn't save properly my stuff. Edit Tutorials used: Main Tutorial - Was using this as a base, simplified, as I needed only 3 listPreferences so far. Another One - Used this one back when first installed android, so referred to this one for its section on preferences Code: (Screen loads, so I'm not showing Manifest) public class MyPrefs extends PreferenceActivity { @Override public void onCreate(Bundle bundle) { super.onCreate(bundle); addPreferencesFromResource(R.xml.my_prefs); } } my_prefs.xml <PreferenceScreen xmlns:android="http://schemas.android.com/apk/res/android"> <PreferenceCategory android:title="Value Settings"> <ListPreference android:title="Distance" android:summary="Metric (Kilometer) vs Imperial (Imperial)" android:defaultValue="km" android:key="@+id/distanceMesurement" android:entries="@array/distance" android:entryValues="@array/distance_values"/> <ListPreference android:title="Weight" android:summary="Metric (Kilogram) vs Imperial (Pound)" android:defaultValue="kg" android:key="@+id/weightMesurement" android:entries="@array/weight" android:entryValues="@array/weight_values"/> </PreferenceCategory> </PreferenceScreen> calling MyPrefs from MainScreen Intent i = new Intent(MainScreen.this, MyPrefs.class); startActivity(i); arrays.xml <resources> <string-array name="weight"> <item name="kg">Kilogram (kg)</item> <item name="lb">Pound (lb)</item> </string-array> <string-array name="weight_values"> <item name="kg">kg</item> <item name="lb">lb</item> </string-array> <string-array name="distance"> <item name="km">Kilometer (km)</item> <item name="mi">Mile (mi)</item> </string-array> <string-array name="distance_values"> <item name="km">km</item> <item name="mi">mi</item> </string-array> </resources>

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  • Javascript phsyics in a 2d space

    - by eroo
    So, I am working on teaching myself Canvas (HTML5) and have most of a simple game engine coded up. It is a 2d representation of a space scene (planets, stars, celestial bodies, etc). My default "Sprite" class has a frame listener like such: "baseClass" contains a function that allows inheritance and applies "a" to "this.a". So, "var aTest = new Sprite({foo: 'bar'});" would make "aTest.foo = 'bar'". This is how I expose my objects to each other. { Sprite = baseClass.extend({ init: function(a){ baseClass.init(this, a); this.fields = new Array(); // list of fields of gravity one is in. Not sure if this is a good idea. this.addFL(function(tick){ // this will change to be independent of framerate soon. // and this is where I need help // gobjs is an array of all the Sprite objects in the "world". for(i = 0; i < gobjs.length; i++){ // Make sure its got setup correctly, make sure it -wants- gravity, and make sure it's not -this- sprite. if(typeof(gobjs[i].a) != undefined && !gobjs[i].a.ignoreGravity && gobjs[i].id != this.id){ // Check if it's within a certain range (obviously, gravity doesn't work this way... But I plan on having a large "space" area, // And I can't very well have all objects accounted for at all times, can I? if(this.distanceTo(gobjs[i]) < this.s.size*10 && gobjs[i].fields.indexOf(this.id) == -1){ gobjs[i].fields.push(this.id); } } } for(i = 0; i < this.fields.length; i++){ distance = this.distanceTo(gobjs[this.fields[i]]); angletosun = this.angleTo(gobjs[this.fields[i]])*(180/Math.PI); // .angleTo works very well, returning the angle in radians, which I convert to degrees here. // I have no idea what should happen here, although through trial and error (and attempting to read Maths papers on gravity (eeeeek!)), this sort of mimics gravity. // angle is its orientation, currently I assign a constant velocity to one of my objects, and leave the other static (it ignores gravity, but still emits it). this.a.angle = angletosun+(75+(distance*-1)/5); //todo: omg learn math if(this.distanceTo(gobjs[this.fields[i]]) > gobjs[this.fields[i]].a.size*10) this.fields.splice(i); // out of range, stop effecting. } }); } }); } Thanks in advance. The real trick is that one line: { this.a.angle = angletosun+(75+(distance*-1)/5); } This is more a physics question than Javascript, but I've searched and searched and read way to many wiki articles on orbital mathematics. It gets over my head very quickly. Edit: There is a weirdness with the SO formatting; forgives me, I is noobie.

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  • form submitting with mechanize and Python

    - by MATELIN Alexis
    I'm trying to scrap a website that requires to submit two forms : a first one to loggin and a second one to specify my research. I'm using Python and the mechanize package. No problem with the first one, but i just can't figure out how to pass through the second one. Here is the part of my code related to the firm above-mentionned agemin=18 agemax=25 by='region' country='France' region=2 newcustomers=1 browser.select_form(nr=0) browser['age[min]']=agemin browser['age[max]']=agemax browser['country']=country browser['region']=region browser['by']=by browser['new-customers']=newcustomers response=browser.submit() content=response.read() but when I submit the variable 'age[min]' by example, I get the following error message : TypeError: object of type 'int' has no len() to give you some more informations, here is what I get with 'print br.form' <POST http://www.adopteunmec.com/qsearch/ajax_quick application/x-www-form-urlencoded <SelectControl(age[min]=[, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, *30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99])> <SelectControl(age[max]=[, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, *45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99])> <SelectControl(by=[*region, distance])> <SelectControl(country=[*fr, be, ch, ca])> <SelectControl(region=[*1, 2, 3, 4, 5, 6, 7, 8, 22, 23, 9, 10, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 11])> <SelectControl(distance[min]=[*, 0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, 340, 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540, 550, 560, 570, 580, 590, 600, 610, 620, 630, 640, 650, 660, 670, 680, 690, 700, 710, 720, 730, 740, 750, 760, 770, 780, 790, 800, 810, 820, 830, 840, 850, 860, 870, 880, 890, 900, 910, 920, 930, 940, 950, 960, 970, 980, 990, 1000])> <SelectControl(distance[max]=[, 0, 10, 20, 30, 40, 50, 60, 70, *80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 210, 220, 230, 240, 250, 260, 270, 280, 290, 300, 310, 320, 330, 340, 350, 360, 370, 380, 390, 400, 410, 420, 430, 440, 450, 460, 470, 480, 490, 500, 510, 520, 530, 540, 550, 560, 570, 580, 590, 600, 610, 620, 630, 640, 650, 660, 670, 680, 690, 700, 710, 720, 730, 740, 750, 760, 770, 780, 790, 800, 810, 820, 830, 840, 850, 860, 870, 880, 890, 900, 910, 920, 930, 940, 950, 960, 970, 980, 990, 1000])> <CheckboxControl(new=[*1])>> My guess is that the form needs an object (like a list) containing all the variables to accept it ; that's why it refuses the variables submited one by one. Thank you in advance for any help ! Alexis

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  • Application shows low memory warning and crashes while loading images?

    - by Bhoomi
    I am using following code for loading images from server using following code.When i scroll UITableView application crashes. AsynchrohousImageView class .m file - (void)dealloc { [connection cancel]; //in case the URL is still downloading [connection release]; [data release]; [_imageView release]; [_activityIndicator release]; [super dealloc]; } - (void)loadImageFromURL:(NSURL*)url defaultImageName:(NSString *)defaultImageName showDefaultImage:(BOOL)defaultImageIsShown showActivityIndicator:(BOOL)activityIndicatorIsShown activityIndicatorRect:(CGRect)activityIndicatorRect activityIndicatorStyle:(UIActivityIndicatorViewStyle)activityIndicatorStyle { if (connection!=nil) { [connection release]; } if (data!=nil) { [data release]; } if ([[self subviews] count]>0) { [[[self subviews] objectAtIndex:0] removeFromSuperview]; // } if (defaultImageIsShown) { self.imageView = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:defaultImageName]] autorelease]; } else { self.imageView = [[[UIImageView alloc] init] autorelease]; } [self addSubview:_imageView]; _imageView.frame = self.bounds; [_imageView setNeedsLayout]; [self setNeedsLayout]; if (activityIndicatorIsShown) { self.activityIndicator = [[[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:activityIndicatorStyle] autorelease]; [self addSubview:_activityIndicator]; _activityIndicator.frame = activityIndicatorRect; _activityIndicator.center = CGPointMake(_imageView.frame.size.width/2, _imageView.frame.size.height/2); [_activityIndicator setHidesWhenStopped:YES]; [_activityIndicator startAnimating]; } NSURLRequest* request = [NSURLRequest requestWithURL:url cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:60.0]; connection = [[NSURLConnection alloc] initWithRequest:request delegate:self]; } - (void)connection:(NSURLConnection *)theConnection didReceiveData:(NSData *)incrementalData { if (data==nil) { data = [[NSMutableData alloc] initWithCapacity:2048]; } [data appendData:incrementalData]; } - (void)connectionDidFinishLoading:(NSURLConnection*)theConnection { [connection release]; connection=nil; _imageView.image = [UIImage imageWithData:data]; if (_activityIndicator) { [_activityIndicator stopAnimating]; } [data release]; data=nil; } - (UIImage*) image { UIImageView* iv = [[self subviews] objectAtIndex:0]; return [iv image]; } In ViewController Class Which loads image - (UITableViewCell *)tableView:(UITableView *)tV cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *reuseIdentifier =@"CellIdentifier"; ListCell *cell = (ListCell *)[tableView dequeueReusableCellWithIdentifier:reuseIdentifier]; if (cell==nil) { cell = [[ListCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:reuseIdentifier]; NSMutableDictionary *dicResult = [arrResults objectAtIndex:indexPath.row]; NSURL *url=[NSURL URLWithString:[dicResult objectForKey:@"Image"]]; AsynchronousImageView *asyncImageView = [[AsynchronousImageView alloc] initWithFrame:CGRectMake(5, 10,80,80)]; [asyncImageView loadImageFromURL:url defaultImageName:@"DefaultImage.png" showDefaultImage:NO showActivityIndicator:YES activityIndicatorRect:CGRectMake(5, 10,30,30) activityIndicatorStyle:UIActivityIndicatorViewStyleGray]; // load our image with URL asynchronously [cell.contentView addSubview:asyncImageView]; // cell.imgLocationView.image = [UIImage imageNamed:[dicResult valueForKey:@"Image"]]; [asyncImageView release]; } if([arrResults count]==1) { UITableViewCell *cell1=[tableView dequeueReusableCellWithIdentifier:reuseIdentifier]; if(cell1==nil) cell1=[[[UITableViewCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:reuseIdentifier] autorelease]; NSMutableDictionary *dicResult = [arrResults objectAtIndex:0]; cell1.textLabel.text=[dicResult valueForKey:@"NoResults"]; return cell1; } else { NSMutableDictionary *dicResult = [arrResults objectAtIndex:indexPath.row]; NSString *title = [NSString stringWithFormat:@"%@ Bedrooms-%@", [dicResult valueForKey:KEY_NUMBER_OF_BEDROOMS],[dicResult valueForKey:KEY_PROPERTY_TYPE]]; NSString *strAddress = [dicResult valueForKey:KEY_DISPLAY_NAME]; NSString *address = [strAddress stringByReplacingOccurrencesOfString:@", " withString:@"\n"]; NSString *price = [dicResult valueForKey:KEY_PRICE]; NSString *distance = [dicResult valueForKey:KEY_DISTANCE]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; cell.lblTitle.text = title; cell.lblAddress.text = address; if ([price length]>0) { cell.lblPrice.text = [NSString stringWithFormat:@"£%@",price]; }else{ cell.lblPrice.text = @""; } if ([distance length]>0) { cell.lblmiles.text = [NSString stringWithFormat:@"%.2f miles",[distance floatValue]]; }else{ cell.lblmiles.text = @""; } } return cell; } How can i resolve this? I have attached heapshot analysis screen shot of it.Here non Object consumes so much of memory what is that?

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  • Java code optimization leads to numerical inaccuracies and errors

    - by rano
    I'm trying to implement a version of the Fuzzy C-Means algorithm in Java and I'm trying to do some optimization by computing just once everything that can be computed just once. This is an iterative algorithm and regarding the updating of a matrix, the clusters x pixels membership matrix U, this is the update rule I want to optimize: where the x are the element of a matrix X (pixels x features) and v belongs to the matrix V (clusters x features). And m is a parameter that ranges from 1.1 to infinity. The distance used is the euclidean norm. If I had to implement this formula in a banal way I'd do: for(int i = 0; i < X.length; i++) { int count = 0; for(int j = 0; j < V.length; j++) { double num = D[i][j]; double sumTerms = 0; for(int k = 0; k < V.length; k++) { double thisDistance = D[i][k]; sumTerms += Math.pow(num / thisDistance, (1.0 / (m - 1.0))); } U[i][j] = (float) (1f / sumTerms); } } In this way some optimization is already done, I precomputed all the possible squared distances between X and V and stored them in a matrix D but that is not enough, since I'm cycling througn the elements of V two times resulting in two nested loops. Looking at the formula the numerator of the fraction is independent of the sum so I can compute numerator and denominator independently and the denominator can be computed just once for each pixel. So I came to a solution like this: int nClusters = V.length; double exp = (1.0 / (m - 1.0)); for(int i = 0; i < X.length; i++) { int count = 0; for(int j = 0; j < nClusters; j++) { double distance = D[i][j]; double denominator = D[i][nClusters]; double numerator = Math.pow(distance, exp); U[i][j] = (float) (1f / (numerator * denominator)); } } Where I precomputed the denominator into an additional column of the matrix D while I was computing the distances: for (int i = 0; i < X.length; i++) { for (int j = 0; j < V.length; j++) { double sum = 0; for (int k = 0; k < nDims; k++) { final double d = X[i][k] - V[j][k]; sum += d * d; } D[i][j] = sum; D[i][B.length] += Math.pow(1 / D[i][j], exp); } } By doing so I encounter numerical differences between the 'banal' computation and the second one that leads to different numerical value in U (not in the first iterates but soon enough). I guess that the problem is that exponentiate very small numbers to high values (the elements of U can range from 0.0 to 1.0 and exp , for m = 1.1, is 10) leads to ver y small values, whereas by dividing the numerator and the denominator and THEN exponentiating the result seems to be better numerically. The problem is it involves much more operations. Am I doing something wrong? Is there a possible solution to get both the code optimized and numerically stable? Any suggestion or criticism will be appreciated.

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  • Changes to data inside class not being shown when accessed from outside class.

    - by Hypatia
    I have two classes, Car and Person. Car has as one of its members an instance of Person, driver. I want to move a car, while keeping track of its location, and also move the driver inside the car and get its location. However, while this works from inside the class (I have printed out the values as they are calculated), when I try to access the data from main, there's nothing there. I.e. the array position[] ends up empty. I am wondering if there is something wrong with the way I have set up the classes -- could it be a problem of the scope of the object? I have tried simplifying the code so that I only give what is necessary. Hopefully that covers everything that you would need to see. The constructer Car() fills the offset array of driver with nonzero values. class Car{ public: Container(float=0,float=0,float=0); ~Container(); void move(float); void getPosition(float[]); void getDriverPosition(float[]); private: float position[3]; Person driver; float heading; float velocity; }; class Person{ public: Person(float=0,float=0,float=0); ~Person(); void setOffset(float=0,float=0,float=0); void setPosition(float=0,float=0,float=0); void getOffset(float[]); void getPosition(float[]); private: float position[3]; float offset[3]; }; Some of the functions: void Car::move(float time){ float distance = velocity*time; location[0] += distance*cos(PI/2 - heading); location[1] += distance*sin(PI/2 - heading); float driverLocation [3]; float offset[3]; driver->getOffset(offset); for (int i = 0; i < 3; i++){ driverLocation[i] = offset[i] + location[i]; } } void Car::getDriverPosition(float p[]){ driver.getPosition(p); } void Person::getPosition(float p[]){ for (int i = 0; i < 3; i++){ p[i] = position[i]; } } void Person::getOffset(float o[]){ for (int i = 0; i < 3; i++){ o[i] = offset[i]; } } In Main: Car * car = new Car(); car->move(); float p[3]; car->getDriverPosition(p); When I print driverLocation[] inside the move() function, I have actual nonzero values. When I print p[] inside main, all I get are zeros.

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  • Software Architecture verses Software Design

    Recently, I was asked what the differences between software architecture and software design are. At a very superficial level both architecture and design seem to mean relatively the same thing. However, if we examine both of these terms further we will find that they are in fact very different due to the level of details they encompass. Software Architecture can be defined as the essence of an application because it deals with high level concepts that do not include any details as to how they will be implemented. To me this gives stakeholders a view of a system or application as if someone was viewing the earth from outer space. At this distance only very basic elements of the earth can be detected like land, weather and water. As the viewer comes closer to earth the details in this view start to become more defined. Details about the earth’s surface will start to actually take form as well as mane made structures will be detected. The process of transitioning a view from outer space to inside our earth’s atmosphere is similar to how an architectural concept is transformed to an architectural design. From this vantage point stakeholders can start to see buildings and other structures as if they were looking out of a small plane window. This distance is still high enough to see a large area of the earth’s surface while still being able to see some details about the surface. This viewing point is very similar to the actual design process of an application in that it takes the very high level architectural concept or concepts and applies concrete design details to form a software design that encompasses the actual implementation details in the form of responsibilities and functions. Examples of these details include: interfaces, components, data, and connections. In review, software architecture deals with high level concepts without regard to any implementation details. Software design on the other hand takes high level concepts and applies concrete details so that software can be implemented. As part of the transition between software architecture to the creation of software design an evaluation on the architecture is recommended. There are several benefits to including this step as part of the transition process. It allows for projects to ensure that they are on the correct path as to meeting the stakeholder’s requirement goals, identifies possible cost savings and can be used to find missing or nonspecific requirements that cause ambiguity in a design. In the book “Evaluating Software Architectures: Methods and Case Studies”, they define key benefits to adding an architectural review process to ensure that an architecture is ready to move on to the design phase. Benefits to evaluating software architecture: Gathers all stakeholders to communicate about the project Goals are clearly defined in regards to the creation or validation of specific requirements Goals are prioritized so that when conflicts occur decisions will be made based on goal priority Defines a clear expectation of the architecture so that all stakeholders have a keen understanding of the project Ensures high quality documentation of the architecture Enables discoveries of architectural reuse  Increases the quality of architecture practices. I can remember a few projects that I worked on that could have really used an architectural review prior to being passed on to developers. This project was to create some new advertising space on the company’s website in order to sell space based on the location and some other criteria. I was one of the developer selected to lead this project and I was given a high level design concept and a long list of ever changing requirements due to the fact that sales department had no clear direction as to what exactly the project was going to do or how they were going to bill the clients once they actually agreed to purchase the Ad space. In my personal opinion IT should have pushed back to have the requirements further articulated instead of forcing programmers to code blindly attempting to build such an ambiguous project.  Unfortunately, we had to suffer with this project for about 4 months when it should have only taken 1.5 to complete due to the constantly changing and unclear requirements. References  Clements, P., Kazman, R., & Klein, M. (2002). Evaluating Software Architectures. Westford, Massachusetts: Courier Westford. 

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  • Tile engine Texture not updating when numbers in array change

    - by Corey
    I draw my map from a txt file. I am using java with slick2d library. When I print the array the number changes in the array, but the texture doesn't change. public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; public Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); x = 0; for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); x++; } //System.out.println(""); y++; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int y = 0; y < map.length; y++) { for(int x = 0; x < map[0].length; x ++) { int textureIndex = map[x][y]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } Mouse Picking Where I change the number in the array Input input = gc.getInput(); gc.getInput().setOffset(cameraX-400, cameraY-300); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } I never ask a question until I have tried to figure it out myself. I have been stuck with this problem for two weeks. It's not like this site is made for asking questions or anything. So if you actually try to help me instead of telling me to use a debugger thank you. You either get told you have too much or too little code. Nothing is never enough for the people on here it's as bad as something like reddit. Idk what is wrong all my textures work when I render them it just doesn't update when the number in the array changes. I am obviously debugging when I say that I was printing the array and the number is changing like it should, so it's not a problem with my mouse picking code. It is a problem with my textures, but I don't know what because they all render correctly. That is why I need help.

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  • What's wrong with this turn to face algorithm?

    - by Chan
    I implement a torpedo object that chases a rotating planet. Specifically, it will turn toward the planet each update. Initially my implement was: void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (to_target * speed); } which works perfectly for torpedo that is a solid sphere. Now my torpedo is actually a model, which has a forward vector, so using this method looks odd because it doesn't actually turn toward but jump toward. So I revised it a bit to get, double get_rotation_angle(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); double cosine_theta = u.dot(v); // domain of arccosine is [-1, 1] if (cosine_theta > 1) { cosine_theta = 1; } if (cosine_theta < -1) { cosine_theta = -1; } return math3d::to_degree(acos(cosine_theta)); } vector3<float> get_rotation_axis(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); // fix linear case if (u == v || u == -v) { v[0] += 0.05; v[1] += 0.0; v[2] += 0.05; v.normalize(); } vector3<float> axis = u.cross(v); return axis.normal(); } void turn_to_face() { vector3<float> to_target = (target - position); vector3<float> axis = get_rotation_axis(get_forward(), to_target); double angle = get_rotation_angle(get_forward(), to_target); double distance = math3d::distance(position, target); gl_matrix_mode(GL_MODELVIEW); gl_push_matrix(); { gl_load_identity(); gl_translate_f(position.get_x(), position.get_y(), position.get_z()); gl_rotate_f(angle, axis.get_x(), axis.get_y(), axis.get_z()); gl_get_float_v(GL_MODELVIEW_MATRIX, OM); } gl_pop_matrix(); move(); } void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (get_forward() * speed); } The logic is simple, I find the rotation axis by cross product, the angle to rotate by dot product, then turn toward the target position each update. Unfortunately, it looks extremely odds since the rotation happens too fast that it always turns back and forth. The forward vector for torpedo is from the ModelView matrix, the third column A: MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 -------------------------------------------------- Any suggestion or idea would be greatly appreciated.

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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  • Java - Tile engine changing number in array not changing texture

    - by Corey
    I draw my map from a txt file. Would I have to write to the text file to notice the changes I made? Right now it changes the number in the array but the tile texture doesn't change. Do I have to do more than just change the number in the array? public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; private Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; Player player = new Player(); public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int x = 0; x < map.length; x++) { for(int y = 0; y < map.length; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } Mouse picking public void checkDistance(GameContainer gc) { Input input = gc.getInput(); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } System.out.println(tiles.map[(int)mousetileX][(int)mousetileY]); }

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • Notes - Part II - Play with JavaFX

    - by Silviu Turuga
    Open the project from last lesson Double click on NotesUI.fmxl, this will open the JavaFX Scene Builder On the left side you have a area called Hierarchy, from there press Del or Shift+Backspace on Mac to delete the Button and the Label. You'll receive a warning, that some components have been assigned an fx:id, click Delete as we don't need them anymore. Resize the AnchorPane to have enough room for our design, eg. 820x550px From the top left pick the Container called Accordion and drag over the AnchorPane design Chose then from Controls a List View and drag inside the Accordion. You'll notice that by default the Accordion has 2 TitledPane, and you can switch between them by clicking on their name. I'll let you the pleasure to do the rest in order to get the following result  Here is the list of objects used Save it and then return to NetBeans Run the application and it should be run without any issue. If you click on buttons they all are functional, but nothing happens as we didn't link them with any action. We'll see this in the next episode. Now, let's play a little bit with the application and try to resize it… Have you notice the behavior? If the form is too small, some objects aren't visible, if it is too large there is too much space . That's for sure something that your users won't like and you as a programmer have to care about this. From NetBeans double click NotesUI.fmxl so to return back to JavaFX Scene Builder Select the TextField from bottom left of Notes, the one where I put the text Category and then from the right part of JavaFX Scene Builder you'll notice a panel called Inspector. Chose Layout and then click on the dotted lines from left and bottom of the square, like you see in the below image This will make the textfield to have always the same distance from left and bottom no matter the size of the form. Save and run the application. Note that whenever the form is changing the Height, the Category TextField has the same distance from the bottom. Select Accordion and do the same steps but also check the top dotted line, because we want the Accordion to have the same height as the main form has. I'll let you the pleasure to do the same for the rest of components. It's very important to design an application that can be resize by user and in the same time, all the buttons are on place. Last step is to make sure our application is not getting smaller then a certain size, as this will hide parts of our layout. So select the AnchorPane and from Inspector go to Layout and note down the Width and Height. Go back to NetBeans and open the file Main.java and add the following code just after stage.setScene(scene); (around line 26) stage.setMinWidth(820); stage.setMinHeight(550); Use your own width and height. This will prevent user to reduce the width or height of your application to a value that will hide parts of your layout. So now you should have done most of the design part and next time we'll see how can we enter some data into our newly created application… Note: in case you miss something, here are the source files of the project till this point. 

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  • Making AI jump on a spot effectively

    - by Pasquale Sada
    How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform? Setup I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a successful jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacles around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized; Ended up using the lowest angle (20 degree) and checking for collision on the trajectory. If found any increase the angle. Here some code (to improve the code maybe must stop the check at the highest point of the curve): Vector3 BallisticVel(Vector3 target, float angle) { Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a)); return vel * dir.normalized; } Vector3 TrajectoryPoint(Vector3 startingPosition, Vector3 startingVelocity, float n ) { float t = 1/60 ; // seconds per time step Vector3 stepVelocity = t * startingVelocity; // m/s Vector3 stepGravity = t * t * Physics.gravity; // m/s/s return startingPosition + n * stepVelocity + 0.5f * (n*n+n) * stepGravity; } bool CheckTrajectory(Vector3 startingPosition,Vector3 target, float angle_jump) { Debug.Log("checking"); if(angle_jump < 80f) { Debug.Log("if"); Vector3 startingVelocity = BallisticVel(target, angle_jump); for (int i = 0; i < 180; i++) { //Debug.Log(i); Vector3 trajectoryPosition = TrajectoryPoint( startingPosition, startingVelocity, i ); if(Physics.Raycast(trajectoryPosition,Vector3.forward,safeDistance)) { angle_jump += 10; break; // restart loop with the new angle } else continue; } return true; JumpVelocity = BallisticVel(target, angle_jump); } return false; }

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  • DirectionsDistance in google maps API v3

    - by Yawn
    Hey, I'm trying to work out how to use this to get the distance from the successful directions: http://code.google.com/apis/maps/documentation/v3/reference.html#DirectionsDistance This is the code I have so far: var googleMaps = { // HTML Nodes fromInput: google_maps_from, toInput: google_maps_to, // API Objects dirService: new google.maps.DirectionsService(), dirRenderer: new google.maps.DirectionsRenderer(), map: null, showDirections: function(dirResult, dirStatus) { if (dirStatus != google.maps.DirectionsStatus.OK) { //Here we'll handle the errors a bit better :P alert('Directions failed: ' + dirStatus); return; } else { //Get the distance here //onGDirectionsLoad(); } // Show directions googleMaps.dirRenderer.setMap(googleMaps.map); googleMaps.dirRenderer.setPanel(document.getElementById("directions")); googleMaps.dirRenderer.setDirections(dirResult); }, getSelectedTravelMode: function() { return google.maps.DirectionsTravelMode.DRIVING; }, getSelectedUnitSystem: function() { return google.maps.DirectionsUnitSystem.METRIC; }, getDirections: function() { var fromStr = googleMaps.fromInput; var toStr = googleMaps.toInput; var dirRequest = { origin: fromStr, destination: toStr, travelMode: googleMaps.getSelectedTravelMode(), unitSystem: googleMaps.getSelectedUnitSystem(), provideTripAlternatives: true }; googleMaps.dirService.route(dirRequest, googleMaps.showDirections); }, init: function() { googleMaps.map = new google.maps.Map(document.getElementById("map_canvas"), { zoom: 13, mapTypeId: google.maps.MapTypeId.ROADMAP }); // Show directions onload googleMaps.getDirections(); } }; // Onload handler to fire off the app. google.maps.event.addDomListener(window, 'load', googleMaps.init); I could do this just fine in v2, just having trouble working out the v3 equivalent :x

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  • Cocoa equivalent of the Carbon method getPtrSize

    - by Michael Minerva
    I need to translate the a carbon method into cocoa into and I am having trouble finding any documentation about what the carbon method getPtrSize really does. From the code I am translating it seems that it returns the byte representation of an image but that doesn't really match up with the name. Could someone give me a good explanation of this method or link me to some documentation that describes it. The code I am translating is in a common lisp implementation called MCL that has a bridge to carbon (I am translating into CCL which is a common lisp implementation with a Cocoa bridge). Here is the MCL code (#_before a method call means that it is a carbon method): (defmethod COPY-CONTENT-INTO ((Source inflatable-icon) (Destination inflatable-icon)) ;; check for size compatibility to avoid disaster (unless (and (= (rows Source) (rows Destination)) (= (columns Source) (columns Destination)) (= (#_getPtrSize (image Source)) (#_getPtrSize (image Destination)))) (error "cannot copy content of source into destination inflatable icon: incompatible sizes")) ;; given that they are the same size only copy content (setf (is-upright Destination) (is-upright Source)) (setf (height Destination) (height Source)) (setf (dz Destination) (dz Source)) (setf (surfaces Destination) (surfaces Source)) (setf (distance Destination) (distance Source)) ;; arrays (noise-map Source) ;; accessor makes array if needed (noise-map Destination) ;; ;; accessor makes array if needed (dotimes (Row (rows Source)) (dotimes (Column (columns Source)) (setf (aref (noise-map Destination) Row Column) (aref (noise-map Source) Row Column)) (setf (aref (altitudes Destination) Row Column) (aref (altitudes Source) Row Column)))) (setf (connectors Destination) (mapcar #'copy-instance (connectors Source))) (setf (visible-alpha-threshold Destination) (visible-alpha-threshold Source)) ;; copy Image: slow byte copy (dotimes (I (#_getPtrSize (image Source))) (%put-byte (image Destination) (%get-byte (image Source) i) i)) ;; flat texture optimization: do not copy texture-id -> destination should get its own texture id from OpenGL (setf (is-flat Destination) (is-flat Source)) ;; do not compile flat textures: the display list overhead slows things down by about 2x (setf (auto-compile Destination) (not (is-flat Source))) ;; to make change visible we have to reset the compiled flag (setf (is-compiled Destination) nil))

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  • Jquery image preview plugin issue...

    - by Pandiya Chendur
    I have a problem with an image preview that comes up when you hover over a thumbnail. I can change the distance between the preview and the cursor, but if a thumbnail is close to the side of the window, the preview cant fit and you only see part of it.. hope that makes sense... is there a way to make it so that if the preview doesnt fit, it will show up on the other side of the cursor?.... Here is the script... this.imagePreview = function() { /* CONFIG */ xOffset = 10; yOffset = 30; // these 2 variable determine popup's distance from the cursor // you might want to adjust to get the right result /* END CONFIG */ $("a.preview").hover(function(e) { this.t = this.title; this.title = ""; var c = (this.t != "") ? "<br/>" + this.t : ""; $("body").append("<p id='preview'> <img src='" + this.href + "' alt='Image preview' />" + c + "</p>"); $("#preview") .css("top", (e.pageY - xOffset) + "px") .css("left", (e.pageX + yOffset) + "px") .fadeIn("slow"); }, function() { this.title = this.t; $("#preview").remove(); }); $("a.preview").mousemove(function(e) { $("#preview") .css("top", (e.pageY - xOffset) + "px") .css("left", (e.pageX + yOffset) + "px"); }); }; // starting the script on page load $(document).ready(function() { imagePreview(); }); EDIT: see what i am getting, http://img202.imageshack.us/img202/4991/browserpreviewf.jpg my image at the right corner of the page so when i hover the img my preview goes even further right that is besides the page scrollbar half the preview is available.... How to get the preview to the left of the cursor..

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  • Pass table as parameter to SQLCLR TV-UDF

    - by Skeolan
    We have a third-party DLL that can operate on a DataTable of source information and generate some useful values, and we're trying to hook it up through SQLCLR to be callable as a table-valued UDF in SQL Server 2008. Taking the concept here one step further, I would like to program a CLR Table-Valued Function that operates on a table of source data from the DB. I'm pretty sure I understand what needs to happen on the T-SQL side of things; but, what should the method signature look like in the .NET (C#) code? What would be the parameter datatype for "table data from SQL Server?" e.g. /* Setup */ CREATE TYPE InTableType AS TABLE (LocationName VARCHAR(50), Lat FLOAT, Lon FLOAT) GO CREATE TYPE OutTableType AS TABLE (LocationName VARCHAR(50), NeighborName VARCHAR(50), Distance FLOAT) GO CREATE ASSEMBLY myCLRAssembly FROM 'D:\assemblies\myCLR_UDFs.dll' WITH PERMISSION_SET = EXTERNAL_ACCESS GO CREATE FUNCTION GetDistances(@locations InTableType) RETURNS OutTableType AS EXTERNAL NAME myCLRAssembly.GeoDistance.SQLCLRInitMethod GO /* Execution */ DECLARE @myTable InTableType INSERT INTO @myTable(LocationName, Lat, Lon) VALUES('aaa', -50.0, -20.0) INSERT INTO @myTable(LocationName, Lat, Lon) VALUES('bbb', -20.0, -50.0) SELECT * FROM @myTable DECLARE @myResult OutTableType INSERT INTO @myResult MyCLRTVFunction @myTable --returns a table result calculated using the input The lat/lon - distance thing is a silly example that should of course be better handled entirely in SQL; but I hope it illustrates the general intent of table-in - table-out through a table-valued UDF tied to a SQLCLR assembly. I am not certain this is possible; what would the SQLCLRInitMethod method signature look like in the C#? public class GeoDistance { [SqlFunction(FillRowMethodName = "FillRow")] public static IEnumerable SQLCLRInitMethod(<appropriateType> myInputData) { //... } public static void FillRow(...) { //... } } If it's not possible, I know I can use a "context connection=true" SQL connection within the C# code to have the CLR component query for the necessary data given the relevant keys; but that's sensitive to changes in the DB schema. So I hope to just have SQL bundle up all the source data and pass it to the function. Bonus question - assuming this works at all, would it also work with more than one input table?

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