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  • Visual Studio 2010 Best Practices

    - by Etienne Tremblay
    I’d like to thank Packt for providing me with a review version of Visual Studio 2010 Best Practices eBook. In fairness I also know the author Peter having seen him speak at DevTeach on many occasions.  I started by looking at the table of content to see what this book was about, knowing that “best practices” is a real misnomer I wanted to see what they were.  I really like the fact that he starts the book by really saying they are not really best practices but actually recommend practices.  As a Team Foundation Server user I found that chapter 2 was more for the open source crowd and I really skimmed it.  The portion on Branching was well documented, although I’m not a fan of the testing branch myself, but the rest was right on. The section on merge remote changes (bring the outside to you) paradigm is really important and was touched on. Chapter 3 has good solid practices on low level constructs like generics and exceptions. Chapter 4 dives into architectural practices like decoupling, distributed architecture and data based architecture.  DTOs and ORMs are touched on briefly as is NoSQL. Chapter 5 is about deployment and is really a great primer on all the “packaging” technologies like Visual Studio Setup and Deployment (depreciated in 2012), Click Once and WIX the major player outside of commercial solutions.  This is a nice section on how to move from VSSD to WIX this is going to be important in the coming years due to the fact that VS 2012 doesn’t support VSSD. In chapter 6 we dive into automated testing practices, including test coverage, mocking, TDD, SpecDD and Continuous Testing.  Peter covers all those concepts really nicely albeit succinctly. Being a book on recommended practices I find this is really good. I really enjoyed chapter 7 that gave me a lot of great tips to enhance my Visual Studio “experience”.  Tips on organizing projects where good.  Also even though I knew about configurations I like that he put that in there so you can move all your settings to another machine, a lot of people don’t know about that. Quick find and Resharper are also briefly covered.  He touches on macros (depreciated in 2012).  Finally he touches on Continuous Integration a very important concept in today’s ALM landscape. Chapter 8 is all about Parallelization, threads, Async, division of labor, reactive extensions.  All those concepts are touched on and again generalized approaches to those modern problems are giving.       Chapter 9 goes into distributed apps, the most used and accepted practice in the industry for .NET projects the chapter tackles concepts like Scalability, Messaging and Cloud (the flavor of the month of distributed apps, although I think this will stick ;-)).  He also looks a protocols TCP/UDP and how to debug distributed apps.  He touches on logging and health monitoring. Chapter 10 tackles recommended practices for web services starting with implementing WCF services, which goes into all sort of goodness like how to host in IIS or self-host.  How to manual test WCF services, also a section on authentication and authorization.  ASP.NET Web services are also touched on in that chapter All in all a good read, nice tips and accepted practices.  I like the conciseness of the subjects and Peter touches on a lot of things in this book and uses a lot of the current technologies flavors to explain the concepts.   Cheers, ET

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  • SQL analytical mash-ups deliver real-time WOW! for big data

    - by KLaker
    One of the overlooked capabilities of SQL as an analysis engine, because we all just take it for granted, is that you can mix and match analytical features to create some amazing mash-ups. As we move into the exciting world of big data these mash-ups can really deliver those "wow, I never knew that" moments. While Java is an incredibly flexible and powerful framework for managing big data there are some significant challenges in using Java and MapReduce to drive your analysis to create these "wow" discoveries. One of these "wow" moments was demonstrated at this year's OpenWorld during Andy Mendelsohn's general keynote session.  Here is the scenario - we are looking for fraudulent activities in our big data stream and in this case we identifying potentially fraudulent activities by looking for specific patterns. We using geospatial tagging of each transaction so we can create a real-time fraud-map for our business users. Where we start to move towards a "wow" moment is to extend this basic use of spatial and pattern matching, as shown in the above dashboard screen, to incorporate spatial analytics within the SQL pattern matching clause. This will allow us to compute the distance between transactions. Apologies for the quality of this screenshot….hopefully below you see where we have extended our SQL pattern matching clause to use location of each transaction and to calculate the distance between each transaction: This allows us to compare the time of the last transaction with the time of the current transaction and see if the distance between the two points is possible given the time frame. Obviously if I buy something in Florida from my favourite bike store (may be a new carbon saddle for my Trek) and then 5 minutes later the system sees my credit card details being used in Arizona there is high probability that this transaction in Arizona is actually fraudulent (I am fast on my Trek but not that fast!) and we can flag this up in real-time on our dashboard: In this post I have used the term "real-time" a couple of times and this is an important point and one of the key reasons why SQL really is the only language to use if you want to analyse  big data. One of the most important questions that comes up in every big data project is: how do we do analysis? Many enlightened customers are now realising that using Java-MapReduce to deliver analysis does not result in "wow" moments. These "wow" moments only come with SQL because it is offers a much richer environment, it is simpler to use and it is faster - which makes it possible to deliver real-time "Wow!". Below is a slide from Andy's session showing the results of a comparison of Java-MapReduce vs. SQL pattern matching to deliver our "wow" moment during our live demo.  You can watch our analytical mash-up "Wow" demo that compares the power of 12c SQL pattern matching + spatial analytics vs. Java-MapReduce  here: You can get more information about SQL Pattern Matching on our SQL Analytics home page on OTN, see here http://www.oracle.com/technetwork/database/bi-datawarehousing/sql-analytics-index-1984365.html.  You can get more information about our spatial analytics here: http://www.oracle.com/technetwork/database-options/spatialandgraph/overview/index.html If you would like to watch the full Database 12c OOW presentation see here: http://medianetwork.oracle.com/video/player/2686974264001

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  • Top 5 Mobile Apps To Keep Track Of Cricket Scores [ICC World Cup]

    - by Gopinath
    The ICC World Cup 2011 has started with a bang today and the first match between India vs Bangladesh was a cracker. India trashed Bangladesh with a huge margin, thanks to Sehwag for scoring an entertaining 175 runs in 140 runs. At the moment it’s very clear that whole India is gripped with cricket fever and so the rest of fans across the globe. Couple of days ago we blogged about how to watch live streaming of ICC cricket world cup online for free as well as top 10 websites to keep track live scores on your computers. What about tracking live cricket scores on mobiles phones? Here is our guide to top mobile apps available for Symbian(Nokia), Android, iOS and Windows mobiles. By the way, we are covering free apps alone in this post. Why to waste money when free apps are available? SnapTu – Symbian Mobile App SnapTu is a multi feature application that lets you to track live cricket scores, read latest news and check stats published on cric info. SnapTu has tie up with Cric Info and accessing all of CricInfo website on your mobile is very easy. Along with live scores, SnapTu also lets you access your Facebook, Twitter and Picassa on your mobile. This is my favourite application to track cricket on Symbian mobiles. Download SnapTu for your mobiles here Yahoo! Cricket – Symbian & iOS App Yahoo! Cricket Scores is another dedicated application to catch up with live scores and news on your Nokia mobiles and iPhones. This application is developed by Yahoo!, the web giant as well as the official partner of ICC. Features of the app at a glance Cricket: Get a summary page with latest scores, upcoming matches and details of the recent matches News: View sections devoted to the latest news, interviews and photos Statistics: Find the latest team and player stats Download Yahoo! Cricket For Symbian Phones   Download Yahoo! Cricket For iOS ESPN CricInfo – Android and iOS App Is there any site that is better than CricInfo to catch up with latest cricket news and live scores? I say No. ESPN CricInfo is the best website available on the web to get up to the minute  cricket information with in-depth analysis from cricket experts. The live commentary provided by CricInfo site is equally enjoyable as watching live cricket on TV. CricInfo guys have their official applications for Android mobiles and iOS devices and you accessing ball by ball updates on these application is joy. Download ESPN Crick Info App: Android Version, iPhone Version NDTV Cricket – Android, iOS and Blackberry App NDTV Cricket App is developed by NDTV, the most popular English TV news channel in India. This application provides live coverage of international and domestic cricket (Test, ODI & T20) along with latest News, Photos, Videos and Stats. This application is available for iOS devices(iPhones, iPads, iPod Touch), Android mobiles and Blackberry devices. Download NDTV Cricket for iOS here & here    Download NDTV Apps For Rest of OSs ECB Cricket – Symbian, iOS & Android App If you are an UK citizen then  this may be the right application to download for getting live cricket score updates as well as latest news about England Cricket Board. ECB Cricket is an official application of England Cricket Board Download ECB Cricket : Android Version, iPhone Version, Symbian Version Are there any better apps that we missed to feature in this list? This article titled,Top 5 Mobile Apps To Keep Track Of Cricket Scores [ICC World Cup], was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Clarity is important, both in question and in answer.

    - by gerrylowry
    clarity is important ... i'm often reminded of the Clouseau movie in which Peter Sellers as Chief Inspector Clouseau asks a hotel clerk "Does your dog bite?" ... the clerk answers "no" ... after Clouseau has been bitten by the dog, he looks at the hotel clerk who says "That's not my dog".  Clarity is important, both in question and in answer. i've been a member of forums.asp.net since 2008 ... like many of my peers at forums.asp.net, i've answered my fair share of questions. FWIW, the purpose of this, my first web log post to http://weblogs.asp.net/gerrylowry is to help new members ask better questions and in turn get better answers. TIMTOWTDI  =.  there is more than one way to do it imho, the best way to ask a question in any forum, or even person to person, is to first formulate your question and then ask yourself to answer your own question. Things to consider when asking (the more complete your question, the more likely you'll get the answer you require): -- have you searched Google and/or your favourite search engine(s) before posting your question to forums.asp.net; examples: site:msdn.microsoft.com entity framework 5.0 c#http://lmgtfy.com/?q=site%3Amsdn.microsoft.com+entity+framework+5.0+c%23 site:forums.asp.net MVC tutorial c#http://lmgtfy.com/?q=site%3Aforums.asp.net+MVC+tutorial+c%23 -- are you asking your question in the correct forum?  look at the forums' descriptions at http://forums.asp.net/; examples: Getting Started If you have a general ASP.NET question on a topic that's not covered by one of the other more specific forums - ask it here. MVC Discussions regarding ASP.NET Model-View-Controller (MVC) C# Questions about using C# for ASP.NET development Note:  if your question pertains more to c# than to MVC, choosing the C# forum is likely to be more appropriate. -- is your post subject clear and concise, yet not too vague? compare these three subjects (all three had something to do with GridView):     (1)    please help     (2)    gridview      (3)    How to show newline in GridView  -- have you clearly explained your scenario? compare:  my leg hurts   with   when i walk too much, my right knee hurts in the knee joint  compare:  my code does not work    with    when i enter a date as 2012-11-8, i get a FormatException -- have you checked your spelling, your grammar, and your English? for better or worse, English is the language of forums.asp.net ... many of the currently 170000++ forums.asp.net are not native speakers of English; that's okay ... however, there are times when choosing the more appropriate words will likely get one a better answer; fortunately, there are web tools to help you formulate your question, for example, http://translate.google.com/.  -- have you provided relevant information about your environment? here are a few examples ... feel free to include other items to your question ... rule of thumb:  if you think a given detail is relevant, it likely is -- what technology are you using?    ASP.NET MVC 4, ASP.NET MVC 3, WebForms, ...  -- what version of Visual Studio are you using?  vs2012 (ultimate, professional, express), vs2010, vs2008 ... -- are you hosting your own website?  are you using a shared hosting service? -- are you experience difficulties in just one browser? more than one browser? -- what browser version(s) are you using?   ie8? ie9? ... -- what is your operating system?     win8, win7, vista, XP, server 2008 R2 ... -- what is your database?   SQL Server 2008 R2, ss2005, MySQL, Oracle, ... -- what is your web server?  iis 7.5, iis 6, .... -- have you provided enough information for someone to be able to answer your question? Here's an actual example from an O.P. that i hope is self-explanatory: I'm trying to make a simple calculator when i write the code in windows application it worked when i tried it in web application it doesn't work and there are no errors what should i do ??!! -- have you included unnecessary information? more than once, i've seen the O.P. (original post, original poster) include many extra lines of code that were not relevant to the actual question; the more unnecessary code that you include, the less likely your volunteer peers will be motivated to donate their time to help you. -- have you asked the question that you want answered? "Does this dog bite?" -- are your expectations reasonable? -- generally, persons who are going to answer your questions are your peers ... they are unpaid volunteers ... -- are you looking for help with your homework, work assignment, or hobby? or, are you expecting someone else to do your work for you?  -- do you expect a complete solution or are you simply looking for guidance and direction? -- you are likely to get more help by first making a reasonable effort to help yourself first Clarity is important, both in question and in answer. if you are answering someone else's question, please remember that clear answers are just as important as clear questions; would you understand your own answer? Things to consider when answering: -- have you tested your code example?  if you have, say so; if you've not tested your code example, also say so -- imho, it's okay to guess as long as you clearly state that you're guessing ... sometimes a wrong guess can still help the O.P. find her/his way to the right answer -- meanness does not contribute to being helpful; sometimes one may become frustrated with the O.P. and/or others participating in a thread, if that happens to you, be kind regardless; speaking from my own experience, at least once i've allowed myself to be frustrated into writing something inappropriate that i've regretted later ... being a meany does not feel good ... being kind and helpful feels fantastic! Tip:  before asking your question, read more than a few existing questions and answers to get a sense of how your peers ask and answer questions. Gerry P.S.:  try to avoid necroposting and piggy backing. necroposting is adding to an old post, especially one that was resolved months ago. piggy backing is adding your own question to someone else's thread.

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  • How to Never Use iTunes With Your iPhone, iPad, or iPod Touch

    - by Chris Hoffman
    iTunes isn’t an amazing program on Windows. There was a time when Apple device users had to plug their devices into their PCs or Macs and use iTunes for device activation, updates, and syncing, but iTunes is no longer necessary. Apple still allows you to use iTunes for these things, but you don’t have to. Your iOS device can function independently from iTunes, so you should never be forced to plug it into a PC or Mac. Device Activation When the iPad first came out, it was touted as a device that could replace full PCs and Macs for people who only needed to perform light computing tasks. Yet, to set up a new iPad, users had to plug it into a PC or Mac running iTunes and use iTunes to activate the device. This is no longer necessary. With new iPads, iPhones, and iPod Touches, you can simply go through the setup process after turning on your new device without ever having to plug it into iTunes. Just connect to a Wi-Fi or cellular data network and log in with your Apple ID when prompted. You’ll still see an option that allows you to activate the device via iTunes, but this should only be necessary if you don’t have a wireless Internet connection available for your device. Operating System Updates You no longer have to use Apple’s iTunes software to update to a new version of Apple’s iOS operating system, either. Just open the Settings app on your device, select the General category, and tap Software Update. You’ll be able to update right from your device without ever opening iTunes. Purchased iTunes Media Apple allows you to easily access content you’ve purchased from the iTunes Store on any device. You don’t have to connect your device to your computer and sync via iTunes. For example, you can purchase a movie from the iTunes Store. Then, without any syncing, you can open the iTunes Store app on any of your iOS devices, tap the Purchased section, and see stuff you’ve downloaded. You can download the content right from the store to your device. This also works for apps — apps you purchase from the App Store can be accessed in the Purchased section on the App Store on your device later. You don’t have to sync apps from iTunes to your device, although iTunes still allows you to. You can even set up automatic downloads from the iTunes & App Store settings screen. This would allow you to purchase content on one device and have it automatically download to your other devices without any hassle. Music Apple allows you to re-download purchased music from the iTunes Store in the same way. However, there’s a good chance you have your own music you didn’t purchase from iTunes. Maybe you spent time ripping it all from your old CDs and you’ve been syncing it to your devices via iTunes ever since. Apple’s solution for this is named iTunes Match. This feature isn’t free, but it’s not a bad deal at all. For $25 per year, Apple allows you to upload all your music to your iCloud account. You can then access all your music from any iPhone, IPad, or iPod Touch. You can stream all your music — perfect if you have a huge library and little storage on your device — and choose which songs you want to download to your device for offline use. When you add additional music to your computer, iTunes will notice it and upload it using iTunes Match, making it available for streaming and downloading directly from your iOS devices without any syncing. This feature is named iTunes Match because it doesn’t just upload music — if Apple already has a song you upload, it will “match” your song with Apple’s copy. This means you may get higher-quality versions of your songs if you ripped them from CD at a lower bitrate. Podcasts You don’t have to use iTunes to subscribe to podcasts and sync them to your devices. Even if you have a lowly iPod Touch, you can install APple’s Podcasts app from the app store. Use it to subscribe to podcasts and configure them to automatically download directly to your device. You can use other podcast apps for this, too. Backups You can continue backing up your device’s data through iTunes, generating local backups that are stored on your computer. However, new iOS devices are configured to automatically back up their data to iCloud. This happens automatically in the background without you even having to think about it, and you can restore such backups when setting up a device simply by logging in with your Apple ID. Personal Data In the days of PalmPilots, people would use desktop programs like iTunes to sync their email, contacts, and calendar events with their mobile devices. You probably shouldn’t have to sync this data form your computer. Just sign into your email account — for example, a Gmail account — on your device and iOS will automatically pull your email, contacts, and calendar events from your associated account. Photos Rather than connecting your iOS device to your computer and syncing photos from it, you can use an app that automatically uploads your photos to a web service. Dropbox, Google+, and even Flickr all have this feature in their apps. You’ll be able to access your photos from any computer and have a backup copy without any syncing required. You may still need to use iTunes if you want to sync local music without paying for iTunes Match or copy local video files to your device. Copying large local files over is the only real scenario where you’d need iTunes. If you don’t need to copy such files over, you can go ahead and uninstall iTunes from your Windows PC if you like. You shouldn’t need it.     

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  • JCP Awards 10 Year Retrospective

    - by Heather VanCura
    As we celebrate 10 years of JCP Program Award recognition in 2012,  take a look back in the Retrospective article covering the history of the JCP awards.  Most recently, the JCP awards were  celebrated at JavaOne Latin America in Brazil, where SouJava was presented the JCP Member of the Year Award for 2012 (won jointly with the London Java Community) for their contributions and launch of the Global Adopt-a-JSR Program. This is also a good time to honor the JCP Award Nominees and Winners who have been designated as Star Spec Leads.  Spec Leads are key to the Java Community Process (JCP) program. Without them, none of the Java Specification Requests (JSRs) would have begun, much less completed and become implemented in shipping products.  Nominations for 2012 Start Spec Leads are now open until 31 December. The Star Spec Lead program recognizes Spec Leads who have repeatedly proven their merit by producing high quality specifications, establishing best practices, and mentoring others. The point of such honor is to endorse the good work that they do, showcase their methods for other Spec Leads to emulate, and motivate other JCP program members and participants to get involved in the JCP program. Ed Burns – A Star Spec Lead for 2009, Ed first got involved with the JCP program when he became co-Spec Lead of JSR 127, JavaServer Faces (JSF), a role he has continued through JSF 1.2 and now JSF 2.0, which is JSR 314. Linda DeMichiel – Linda thus involved in the JCP program from its very early days. She has been the Spec Lead on at least three JSRs and an EC member for another three. She holds a Ph.D. in Computer Science from Stanford University. Gavin King – Nominated as a JCP Outstanding Spec Lead for 2010, for his work with JSR 299. His endorsement said, “He was not only able to work through disputes and objections to the evolving programming model, but he resolved them into solutions that were more technically sound, and which gained support of its pundits.” Mike Milikich –  Nominated for his work on Java Micro Edition (ME) standards, implementations, tools, and Technology Compatibility Kits (TCKs), Mike was a 2009 Star Spec Lead for JSR 271, Mobile Information Device Profile 3. David Nuescheler – Serving as the CTO for Day Software, acquired by Adobe Systems, David has been a key player in the growth of the company’s global content management solution. In 2002, he became Spec Lead for JSR 170, Content Repository for Java Technology API, continuing for the subsequent version, JSR 283. Bill Shannon – A well-respected name in the Java community, Bill came to Oracle from Sun as a Distinguished Engineer and is still performing at full speed as Spec Lead for JSR 342, Java EE 7,  as an alternate EC member, and hands-on problem solver for the Java community as a whole. Jim Van Peursem – Jim holds a PhD in Computer Engineering. He was part of the Motorola team that worked with Sun labs on the Spotless VM that became the KVM. From within Motorola, Jim has been responsible for many aspects of Java technology deployment, from an independent Connected Limited Device Configuration (CLDC) and Mobile Information Device Profile (MIDP) implementations, to handset development, to working with the industry in defining many related standards. Participation in the JCP Program goes well beyond technical proficiency. The JCP Awards Program is an attempt to say “Thank You” to all of the JCP members, Expert Group Members, Spec Leads, and EC members who give their time to contribute to the evolution of Java technology.

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  • What is the best Broadphase Interface for moving spheres?

    - by Molmasepic
    As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main. I have well over 3000 btSphereShape Rigidbodies and 2/3 of them do not move at all, but I am noticing(by the profile below) that collision is taking a bit of time to maneuver. Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 10.09 0.65 0.65 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 7.61 1.14 0.49 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.59 1.50 0.36 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 5.43 1.85 0.35 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 4.97 2.17 0.32 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 4.19 2.44 0.27 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 4.04 2.70 0.26 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 3.73 2.94 0.24 Ogre::OctreeSceneManager::walkOctree(Ogre::OctreeCamera*, Ogre::RenderQueue*, Ogre::Octree*, Ogre::VisibleObjectsBoundsInfo*, bool, bool) 3.42 3.16 0.22 btTriangleShape::getVertex(int, btVector3&) const 2.48 3.32 0.16 Ogre::Frustum::isVisible(Ogre::AxisAlignedBox const&, Ogre::FrustumPlane*) const 2.33 3.47 0.15 1246357 0.00 0.00 Gorilla::Layer::setVisible(bool) 2.33 3.62 0.15 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.86 3.74 0.12 btCollisionDispatcher::findAlgorithm(btCollisionObject*, btCollisionObject*, btPersistentManifold*) 1.86 3.86 0.12 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.71 3.97 0.11 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.55 4.07 0.10 _Unwind_SjLj_Register 1.55 4.17 0.10 _Unwind_SjLj_Unregister 1.55 4.27 0.10 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.40 4.36 0.09 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.40 4.45 0.09 btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint&, btVector3 const&, btRigidBody*, btRigidBody*, btManifoldPoint&, btVector3 const&, btVector3 const&, btCollisionObject*, btCollisionObject*, float, float, float) 1.24 4.53 0.08 btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold*, btContactSolverInfo const&) 1.09 4.60 0.07 408760 0.00 0.00 Living::MapHide() 1.09 4.67 0.07 btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm() 1.09 4.74 0.07 inflate_fast EDIT: Updated to show current Profile. I have only listed the functions using over 1% time from the many functions that are being used. Another thing is that each monster has a certain area that they stay in and are only active when a player is in said area. I was wondering if maybe there is a way to deactivate the non-active monsters from bullet(reactivating once in the area again) or maybe theres a different broadphase interface that I should use. The current BPI is btDbvtBroadphase. EDIT: Here is the Profile on the other computer(the top one is my main) Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 12.18 1.19 1.19 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 6.76 1.85 0.66 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.83 2.42 0.57 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 5.12 2.92 0.50 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 4.61 3.37 0.45 btTriangleShape::getVertex(int, btVector3&) const 4.09 3.77 0.40 _Unwind_SjLj_Register 3.48 4.11 0.34 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 2.46 4.35 0.24 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 2.15 4.56 0.21 _Unwind_SjLj_Unregister 2.15 4.77 0.21 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.84 4.95 0.18 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.64 5.11 0.16 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 1.54 5.26 0.15 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.43 5.40 0.14 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.33 5.53 0.13 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.13 5.64 0.11 btRigidBody::predictIntegratedTransform(float, btTransform&) 1.13 5.75 0.11 btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(unsigned char const**, int&, PHY_ScalarType&, int&, unsigned char const**, int&, int&, PHY_ScalarType&, int) const 1.02 5.85 0.10 btSphereTriangleCollisionAlgorithm::CreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, btCollisionObject*, btCollisionObject*) 1.02 5.95 0.10 btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold*, btCollisionAlgorithmConstructionInfo const&, btCollisionObject*, btCollisionObject*, bool) Edited same as other Profile.

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  • XFS disk becomes unavailable after a while

    - by Guard
    Ubuntu 12.04 (but the same was on 11.10 before upgrading) WD MyBook, 2TB, no RAID (or RAID0, not completely sure, anyway no mirroring, both 1TB disks are in use, mounted as a single device). Formatted to XFS, normally used for big movie files. Connected to Firewire 800. At some point the LED started going up and down as when constantly reading/writing. The device gives access error. When unplugged (cable, then holding the power button for a while, then unplugging the power) and re-connected becomes available. xfs_check with no results. xfs_repair did something, but looks like didn't fix any error. Then after a massive read (checking 1.5GB torrent file for integrity) becomes unavailable again. Any ideas what's wrong? Drives? Cables? Motherboard? OS? UPD: not sure how relevant this is, but here are dmesg output [14380.632816] SGI XFS with ACLs, security attributes, realtime, large block/inode numbers, no debug enabled [14380.633356] SGI XFS Quota Management subsystem [14421.812220] firewire_core: phy config: card 0, new root=ffc1, gap_count=5 [14441.890596] firewire_core: phy config: card 0, new root=ffc1, gap_count=5 [14441.896858] firewire_core: phy config: card 0, new root=ffc1, gap_count=5 [14453.895347] firewire_core: created device fw1: GUID 0090a99500a35518, S400, 9 config ROM retries [14453.904818] scsi6 : SBP-2 IEEE-1394 [14453.905014] scsi7 : SBP-2 IEEE-1394 [14454.139993] firewire_sbp2: fw1.0: logged in to LUN 0000 (0 retries) [14454.158769] scsi 6:0:0:0: Direct-Access WD My Book 1015 PQ: 0 ANSI: 4 [14454.159251] sd 6:0:0:0: Attached scsi generic sg3 type 0 [14454.162391] firewire_sbp2: fw1.1: logged in to LUN 0001 (0 retries) [14454.167453] sd 6:0:0:0: [sdc] 3907017568 512-byte logical blocks: (2.00 TB/1.81 TiB) [14454.178822] sd 6:0:0:0: [sdc] Write Protect is off [14454.178826] sd 6:0:0:0: [sdc] Mode Sense: 10 00 00 00 [14454.186830] scsi 7:0:0:1: Enclosure WD My Book Device 1015 PQ: 0 ANSI: 4 [14454.186995] scsi 7:0:0:1: Attached scsi generic sg4 type 13 [14454.190078] sd 6:0:0:0: [sdc] Cache data unavailable [14454.190087] sd 6:0:0:0: [sdc] Assuming drive cache: write through [14454.202176] sd 6:0:0:0: [sdc] Cache data unavailable [14454.202185] sd 6:0:0:0: [sdc] Assuming drive cache: write through [14454.239940] sdc: [mac] sdc1 sdc2 sdc3 sdc4 [14454.271262] sd 6:0:0:0: [sdc] Cache data unavailable [14454.271270] sd 6:0:0:0: [sdc] Assuming drive cache: write through [14454.271354] sd 6:0:0:0: [sdc] Attached SCSI disk [14454.272149] ses 7:0:0:1: Attached Enclosure device [14606.090024] XFS (sdc3): Mounting Filesystem [14612.048343] XFS (sdc3): Starting recovery (logdev: internal) [14620.697636] XFS (sdc3): Ending recovery (logdev: internal) [14748.120957] e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: Rx/Tx [14748.120963] e1000e 0000:00:19.0: eth0: 10/100 speed: disabling TSO [14752.568382] uhci_hcd 0000:00:1a.0: PCI INT A disabled [14752.568579] uhci_hcd 0000:00:1a.1: PCI INT B disabled [14752.568738] ehci_hcd 0000:00:1a.7: PCI INT C disabled [14752.568779] ehci_hcd 0000:00:1a.7: PME# enabled [14752.584526] uhci_hcd 0000:00:1d.1: PCI INT B disabled [14752.584689] uhci_hcd 0000:00:1d.2: PCI INT C disabled [14752.680079] ehci_hcd 0000:00:1a.7: BAR 0: set to [mem 0xe4641000-0xe46413ff] (PCI address [0xe4641000-0xe46413ff]) [14752.680104] ehci_hcd 0000:00:1a.7: restoring config space at offset 0xf (was 0x300, writing 0x30b) [14752.680136] ehci_hcd 0000:00:1a.7: restoring config space at offset 0x1 (was 0x2900000, writing 0x2900002) [14752.680170] ehci_hcd 0000:00:1a.7: PME# disabled [14752.680182] ehci_hcd 0000:00:1a.7: PCI INT C -> GSI 18 (level, low) -> IRQ 18 [14752.680190] ehci_hcd 0000:00:1a.7: setting latency timer to 64 [14752.710334] uhci_hcd 0000:00:1a.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [14752.710342] uhci_hcd 0000:00:1a.0: setting latency timer to 64 [14752.749186] uhci_hcd 0000:00:1a.1: PCI INT B -> GSI 17 (level, low) -> IRQ 17 [14752.749194] uhci_hcd 0000:00:1a.1: setting latency timer to 64 [14752.790231] uhci_hcd 0000:00:1d.1: PCI INT B -> GSI 22 (level, low) -> IRQ 22 [14752.790239] uhci_hcd 0000:00:1d.1: setting latency timer to 64 [14752.829170] uhci_hcd 0000:00:1d.2: PCI INT C -> GSI 18 (level, low) -> IRQ 18 [14752.829178] uhci_hcd 0000:00:1d.2: setting latency timer to 64

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  • SDL_image & OpenGL Problem

    - by Dylan
    i've been following tutorials online to load textures using SDL and display them on a opengl quad. but ive been getting weird results that no one else on the internet seems to be getting... so when i render the texture in opengl i get something like this. http://www.kiddiescissors.com/after.png when the original .bmp file is this: http://www.kiddiescissors.com/before.bmp ive tried other images too, so its not that this particular image is corrupt. it seems like my rgb channels are all jumbled or something. im pulling my hair out at this point. heres the relevant code from my init() function if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { return 1; } SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 ); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); SDL_SetVideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, 32, SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER | SDL_OPENGL); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50, (GLfloat)WINDOW_WIDTH/WINDOW_HEIGHT, 1, 50); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); heres the code that is called when my main player object (the one with which this sprite is associated) is initialized texture = 0; SDL_Surface* surface = IMG_Load("i.bmp"); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w, surface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); SDL_FreeSurface(surface); and then heres the relevant code from my display function glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glColor4f(1, 1, 1, 1); glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture); glTranslatef(getCenter().x, getCenter().y, 0); glRotatef(getAngle()*(180/M_PI), 0, 0, 1); glTranslatef(-getCenter().x, -getCenter().y, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(getTopLeft().x, getTopLeft().y, 0); glTexCoord2f(0, 1); glVertex3f(getTopLeft().x, getTopLeft().y + size.y, 0); glTexCoord2f(1, 1); glVertex3f(getTopLeft().x + size.x, getTopLeft().y + size.y, 0); glTexCoord2f(1, 0); glVertex3f(getTopLeft().x + size.x, getTopLeft().y, 0); glEnd(); glPopMatrix(); let me know if i left out anything important... or if you need more info from me. thanks a ton, -Dylan

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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • Two Candidates + One Job = Two Different Outcomes

    - by david.talamelli
    Recruiters have always headhunted (sidenote: I do not like this word, in general I think the type of people who use the phrase “headhunting” are the ones who are trying to sound more important than what they likely are). Any serious Recruiter engages in direct recruiting activity, it is part and parcel of the business it is not something unique. With the uptake in Social Media the past 4-5 years, we have seen an increase in the number of Recruiters proactively reaching out to people about job opportunities. We have also seen this activity increase across all levels of hire, from help desk roles to C-Level Executives. While getting approached about a role can be a nice boost to a person’s ego, do not let it give you an inflated sense of entitlement. It is The way that people handle themselves during these calls and subsequent interviews will have a large impact on their potential to land that job. Last week I spoke to two very different candidates, both about the same position and both with very different outcomes. On paper, Candidate #1 looked fantastic; they ticked many of the boxes that we were looking for. The person is working at global IT company and working in a similar role as the one we were hiring for but not in as senior as the role we had. This role would have been the perfect step to getting involved in more complex work for the person. Candidate #2 had less polished IT experience, ticked some of the boxes we were looking for and on paper in comparison to Candidate #1 was not as close a fit as Candidate #1 was. It seemed like I was comparing apples and oranges. After speaking to both candidates it turns out I was comparing apples and oranges except the person better suited for our role was not the one I was expecting it would be. The first candidate on paper looked great – they had the experience we were looking for and appeared to be just right for the role, but after talking to them, they gave me the impression that they thought the world owed them. The impression I was left with was that they did not equate success with hard work, they seemed more interested in “what is in it for me”. Rather than having a proper conversation with me, I was often cut off and asked to hurry it up when explaining our business, what we are doing, etc... . This person seemed more interested in the job title and money than how rather than think about ways to make the role successful. Candidate #2 who had limited experience, made up for any perceived lack of experience and them some with a demonstrated motivation to succeed and do the things needed to make that happen. Candidate #2 made a great first impression, they did not seem afraid of hard work and demonstrated a “team player” attitude. In talking to them they kept me engaged, listened and asked thoughtful questions that made me think this is the type of person who creates their own luck and who would thrive in a place like Oracle. Skills, capabilities, experience and a good resume can certainly get your foot in the door, but the wrong attitude or approach to work can close those opportunities just as easily. On the other hand, hard work, effort and a genuine work ethic may help open those doors that would otherwise closed for you. A resume with all the credentials gets you in the front door but that is just the beginning of the process. It is not how we start the race that is important, it’s how things end that matter most.

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  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

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  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • Goodbye my beloved Nexus One, hello Windows Phone 7

    - by George Clingerman
    Last night my wife’s Nexus One finally bit the dust. You may not know but I’ve been nursing her Nexus One one along for quite a while after her screen shattered. I was able to replace it on my own (go me!) but little quirks have been popping up and the phone was quickly deteriorating. Lately it’s been the power button. Wifey would often have to press the power button several times to get her phone to turn on and last night it just wouldn’t wake up again. I took it apart and tried my best to see if I could somehow make it live once again but no luck this time. It was finally ready to retire. We looked at first for a replacement phone for her but she wasn’t really seeing anything she liked. So I decided to make the ultimate sacrifice and offer up my much loved Nexus One and I would then get a new Windows Phone 7 device. I love T-Mobile for my service so my choices were immediately limited to basically just a single phone. The HTC HD7. I read reviews and they were all over the board from people loving to people hating the phone but I decided, hey, why not, let’s take this plunge. And I did. I’ve only had the phone for about two days now so below is my list of first reaction pros/cons. These are basically things I’ve missed or things I’ve noticed that I really like about my new Windows Phone. Cons: * No Google Talk – I used this a LOT on my Nexus. I’ve found an application called “Flory” but it’s just an ok substitute, not the same as the full featured GTalk I had on my Nexus. * Seesmic is limited– I loved the way Seesmic worked on my Nexus. It was my mobile twitter client of choice. Everything about it worked really well. On Windows Phone 7 it’s just ok. I don’t get notification of new tweets, it’s several clicks to even see a new tweet. It’s definitely got some more development before it has the same features as it did on my Nexus. * Buttons don’t give great feedback – I’d read this on the reviews about the HTC HD7 and I’m finding it true myself. Pressing the buttons on the side of the phone and the power button on the top is finicky and I have to be looking at my phone to make sure I actually got them to press. * Web browsing is slow – I’m not sure what’s up with this, I’m connected to my wireless network at my house but it’s noticeably slower on my WP7 device than my Nexus. I even switched back to verify and it’s definitely true. Retrieving tweets, hitting up the XNA forums and just general web activities are all much slower on my WP7. I can’t think of any reason this would be true but it almost seems like it’s not using my wireless for everything.   Pros: * It’s pretty – the phone is really gorgeous. I loved the form of my Nexus One by the HTC HD7 is just as pretty, maybe even prettier! It’s got a nice large, bright screen. It feels good in my hand. And it even has a little kickstand to set the phone up for movie watching. Definitely a gorgeous phone. * LIVE integration – I lost a lot of nice integration with Google services but I gained a lot of integration with LIVE services that I also use. Now I can see when I get new GMail messages AND Hotmail messages. And having the Xbox LIVE integration is admittedly cool as well. * Tile notification rock – The Windows Phone 7 commercials are TRYING to get this message out but they’re doing a really poor job of this. Tile notifications really do save you from your phone. I have a whole little mini-informational dashboard at a glance. I unlock my phone and at a glace I can see new IMs, new mail messages, software updates etc. All just letting me know in the tiles I have arranged. That’s pretty cool. * The interface works really well – I feel super hip and cool swiping and sliding things around on my Windows Phone 7. Everything works that way and it’s great and fast and really good looking. I’m all about me feeling cool. * I’m gaming more – I had gotten a few games on my Nexus One but there really weren’t a lot of good developers flocking to the service. Just browsing through the Windows Phone 7 marketplace I’m already seeing a ton of games I want to try and buy. And I sat down and bet Pixel Man 0 just yesterday on my phone. I’m already gaming more than I did on my Nexus One. * Netflix integration is fantastic - It works just like it does on my Xbox 360 and I love having this feature on my phone. * It’s basically a Zune – I’ve been taking my Zune to work and listening to music off of that while I code. I no longer need to take it with me, now I just sync songs onto my phone and it’s my new Zune. I freaking love that. One less device to carry around.   All in all my cons have really little to do with the phone (just the buttons and the web browsing) and more to do with the applications needing to catch up a bit to what I’m used to. And the Pros are things that ARE phone specific so I’m seeing that as a good sign that I’m going to be very happy with my Windows Phone 7. So Wifey is happy having her Nexus One again, I’m happy with my new Windows Phone 7. Life is good. Now I just need to make a game to pay for it….

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  • Platform jumping problems with AABB collisions

    - by Vee
    See the diagram first: When my AABB physics engine resolves an intersection, it does so by finding the axis where the penetration is smaller, then "push out" the entity on that axis. Considering the "jumping moving left" example: If velocityX is bigger than velocityY, AABB pushes the entity out on the Y axis, effectively stopping the jump (result: the player stops in mid-air). If velocityX is smaller than velocitY (not shown in diagram), the program works as intended, because AABB pushes the entity out on the X axis. How can I solve this problem? Source code: public void Update() { Position += Velocity; Velocity += World.Gravity; List<SSSPBody> toCheck = World.SpatialHash.GetNearbyItems(this); for (int i = 0; i < toCheck.Count; i++) { SSSPBody body = toCheck[i]; body.Test.Color = Color.White; if (body != this && body.Static) { float left = (body.CornerMin.X - CornerMax.X); float right = (body.CornerMax.X - CornerMin.X); float top = (body.CornerMin.Y - CornerMax.Y); float bottom = (body.CornerMax.Y - CornerMin.Y); if (SSSPUtils.AABBIsOverlapping(this, body)) { body.Test.Color = Color.Yellow; Vector2 overlapVector = SSSPUtils.AABBGetOverlapVector(left, right, top, bottom); Position += overlapVector; } if (SSSPUtils.AABBIsCollidingTop(this, body)) { if ((Position.X >= body.CornerMin.X && Position.X <= body.CornerMax.X) && (Position.Y + Height/2f == body.Position.Y - body.Height/2f)) { body.Test.Color = Color.Red; Velocity = new Vector2(Velocity.X, 0); } } } } } public static bool AABBIsOverlapping(SSSPBody mBody1, SSSPBody mBody2) { if(mBody1.CornerMax.X <= mBody2.CornerMin.X || mBody1.CornerMin.X >= mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y <= mBody2.CornerMin.Y || mBody1.CornerMin.Y >= mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsColliding(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsCollidingTop(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; if(mBody1.CornerMax.Y == mBody2.CornerMin.Y) return true; return false; } public static Vector2 AABBGetOverlapVector(float mLeft, float mRight, float mTop, float mBottom) { Vector2 result = new Vector2(0, 0); if ((mLeft > 0 || mRight < 0) || (mTop > 0 || mBottom < 0)) return result; if (Math.Abs(mLeft) < mRight) result.X = mLeft; else result.X = mRight; if (Math.Abs(mTop) < mBottom) result.Y = mTop; else result.Y = mBottom; if (Math.Abs(result.X) < Math.Abs(result.Y)) result.Y = 0; else result.X = 0; return result; }

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  • How do I revert updates/tweaks to get to a usable GUI?

    - by Frankenmartin
    I just installed 12.04 the other day and then ran into trouble upon restarting after installing updates. What I did before the problem occurred: I did not make many changes before this problem occurred. Changes I did make included: Downloading and installing Adobe Flash Player (off topic but: I am under the impression that Java, "C&C" and Shockwave can not be run in Ubuntu. Could anybody verify this?) I also installed gnome-tweak-tool and used it to install several themes. These themes worked well until restarting after the update. Is it possible that one of these themes caused the problem (in combination with the update or because of the restart)? Installed 215 updates from update manager and restarted my system. Current Situation: Unity 3D is unusable since restarting after running updates. When I log in after entering my password the following things happen: the overhead panel disappears and the screen goes black for a minute my wallpaper flashes for a couple seconds but then the screen goes black again after another minute the wallpaper reappears but nothing else does and I am not able to open anything or even right click. after 5 minutes I can finally get a right click menu eventually a box comes up warning about a Compiz failure and asking to let it quit--which I did. Using the right click functionality I was able to create a new folder on the desktop and use this to open a file browser. In doing so I noticed that the downloads I had made were missing (music, image files, etc., even after unpacking several .zip and .rar files) even though I believe that everything should still be there. Any new windows that I create are un-closable/minimizable/movable/etc, because the window bars are missing. I have tried rebooting several times but the results are the same. I was able to browse some off the System Settings windows by clicking on the wallpaper link in the right click menu. In doing so I navigated into the update manager and noticed that updates were selected to be accepted from some "unsupported sources". I do not recall setting these options myself and wonder why these--potentially dangerous--options would be selected by default. Unity 2D is usable but not free of bugs--I stumbled across the ability to log into a Unity 2D session while trying to log into Unity 3D. So far I have only noticed one bug in Unity 2D: the close, minimize and maximize buttons are invisible--however they are still usable despite being invisible. What I need: I'm very new to Linux and Ubuntu and still am in the feeling out stages. As such I will have some trouble answering clarifying questions. I haven't used the terminal yet and would probably not be comfortable using it without very clear instructions. What I do need is to know how I can roll back/remove all those updates so I can use my computer regularly again. I do believe that I could follow step-by-step instructions as long as they are clear and concise if someone knows what my problem is.

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  • XNA RenderTarget2D Sample

    - by Michael B. McLaughlin
    I remember being scared of render targets when I first started with XNA. They seemed like weird magic and I didn’t understand them at all. There’s nothing to be frightened of, though, and they are pretty easy to learn how to use. The first thing you need to know is that when you’re drawing in XNA, you aren’t actually drawing to the screen. Instead you’re drawing to this thing called the “back buffer”. Internally, XNA maintains two sections of graphics memory. Each one is exactly the same size as the other and has all the same properties (such as surface format, whether there’s a depth buffer and/or a stencil buffer, and so on). XNA flips between these two sections of memory every update-draw cycle. So while you are drawing to one, it’s busy drawing the other one on the screen. Then the current update-draw cycle ends, it flips, and the section you were just drawing to gets drawn to the screen while the one that was being drawn to the screen before is now the one you’ll be drawing on. This is what’s meant by “double buffering”. If you drew directly to the screen, the player would see all of those draws taking place as they happened and that would look odd and not very good at all. Those two sections of graphics memory are render targets. All a render target is, is a section of graphics memory to which things can be drawn. In addition to the two that XNA maintains automatically, you can also create and set your own using RenderTarget2D and GraphicsDevice.SetRenderTarget. Using render targets lets you do all sorts of neat post-processing effects (like bloom) to make your game look cooler. It also just lets you do things like motion blur and lets you create mirrors in 3D games. There are quite a lot of things that render targets let you do. To go along with this post, I wrote up a simple sample for how to create and use a RenderTarget2D. It’s available under the terms of the Microsoft Public License and is available for download on my website here: http://www.bobtacoindustries.com/developers/utils/RenderTarget2DSample.zip . Other than the ‘using’ statements, every line is commented in detail so that it should (hopefully) be easy to follow along with and understand. If you have any questions, leave a comment here or drop me a line on Twitter. One last note. While creating the sample I came across an interesting quirk. If you start by creating a Windows Game, and then make a copy for Windows Phone 7, the drop-down that lets you choose between drawing to a WP7 device and the WP7 emulator stays grayed-out. To resolve this, you need to right click on the Windows Phone 7 version in the Solution Explorer, and choose “Set as StartUp Project”. The bar will then become active, letting you change the target you which to deploy to. If you want another version to be the one that starts up when you press F5 to start debugging, just go and right-click on that version and choose “Set as StartUp Project” for it once you’ve set the WP7 target (device or emulator) that you want.

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  • Disaster, or Migration?

    - by Rob Farley
    This post is in two parts – technical and personal. And I should point out that it’s prompted in part by this month’s T-SQL Tuesday, hosted by Allen Kinsel. First, the technical: I’ve had a few conversations with people recently about migration – moving a SQL Server database from one box to another (sometimes, but not primarily, involving an upgrade). One question that tends to come up is that of downtime. Obviously there will be some period of time between the old server being available and the new one. The way that most people seem to think of migration is this: Build a new server. Stop people from using the old server. Take a backup of the old server Restore it on the new server. Reconfigure the client applications (or alternatively, configure the new server to use the same address as the old) Make the new server online. There are other things involved, such as testing, of course. But this is essentially the process that people tell me they’re planning to follow. The bit that I want to look at today (as you’ve probably guessed from my title) is the “backup and restore” section. If a SQL database is using the Simple Recovery Model, then the only restore option is the last database backup. This backup could be full or differential. The transaction log never gets backed up in the Simple Recovery Model. Instead, it truncates regularly to stay small. One that’s using the Full Recovery Model (or Bulk-Logged) won’t truncate its log – the log must be backed up regularly. This provides the benefit of having a lot more option available for restores. It’s a requirement for most systems of High Availability, because if you’re making sure that a spare box is up-and-running, ready to take over, then you have to be interested in the logs that are happening on the current box, rather than truncating them all the time. A High Availability system such as Mirroring, Replication or Log Shipping will initialise the spare machine by restoring a full database backup (and maybe a differential backup if available), and then any subsequent log backups. Once the secondary copy is close, transactions can be applied to keep the two in sync. The main aspect of any High Availability system is to have a redundant system that is ready to take over. So the similarity for migration should be obvious. If you need to move a database from one box to another, then introducing a High Availability mechanism can help. By turning on the Full Recovery Model and then taking a backup (so that the now-interesting logs have some context), logs start being kept, and are therefore available for getting the new box ready (even if it’s an upgraded version). When the migration is ready to occur, a failover can be done, letting the new server take over the responsibility of the old, just as if a disaster had happened. Except that this is a planned failover, not a disaster at all. There’s a fine line between a disaster and a migration. Failovers can be useful in patching, upgrading, maintenance, and more. Hopefully, even an unexpected disaster can be seen as just another failover, and there can be an opportunity there – perhaps to get some work done on the principal server to increase robustness. And if I’ve just set up a High Availability system for even the simplest of databases, it’s not necessarily a bad thing. :) So now the personal: It’s been an interesting time recently... June has been somewhat odd. A court case with which I was involved got resolved (through mediation). I can’t go into details, but my lawyers tell me that I’m allowed to say how I feel about it. The answer is ‘lousy’. I don’t regret pursuing it as long as I did – but in the end I had to make a decision regarding the commerciality of letting it continue, and I’m going to look forward to the days when the kind of money I spent on my lawyers is small change. Mind you, if I had a similar situation with an employer, I’d do the same again, but that doesn’t really stop me feeling frustrated about it. The following day I had to fly to country Victoria to see my grandmother, who wasn’t expected to last the weekend. She’s still around a week later as I write this, but her 92-year-old body has basically given up on her. She’s been a Christian all her life, and is looking forward to eternity. We’ll all miss her though, and it’s hard to see my family grieving. Then on Tuesday, I was driving back to the airport with my family to come home, when something really bizarre happened. We were travelling down the freeway, just pulled out to go past a truck (farm-truck sized, not a semi-trailer), when a car-sized mass of metal fell off it. It was something like an industrial air-conditioner, but from where I was sitting, it was just a mass of spinning metal, like something out of a movie (one friend described it as “holidays by Michael Bay”). Somehow, and I’m really don’t know how, the part of it nearest us bounced high enough to clear the car, and there wasn’t even a scratch. We pulled over the check, and I was just thanking God that we’d changed lanes when we had, and that we remained unharmed. I had all kinds of thoughts about what could’ve happened if we’d had something that size land on the windscreen... All this has drilled home that while I feel that I haven’t provided as well for the family as I could’ve done (like by pursuing an expensive legal case), I shouldn’t even consider that I have proper control over things. I get to live life, and make decisions based on what I feel is right at the time. But I’m not going to get everything right, and there will be things that feel like disasters, some which could’ve been in my control and some which are very much beyond my control. The case feels like something I could’ve pursued differently, a disaster that could’ve been avoided in some way. Gran dying is lousy of course. An accident on the freeway would have been awful. I need to recognise that the worst disasters are ones that I can’t affect, and that I need to look at things in context – perhaps seeing everything that happens as a migration instead. Life is never the same from one day to the next. Every event has a before and an after – sometimes it’s clearly positive, sometimes it’s not. I remember good events in my life (such as my wedding), and bad (such as the loss of my father when I was ten, or the back injury I had eight years ago). I’m not suggesting that I know how to view everything from the “God works all things for good” perspective, but I am trying to look at last week as a migration of sorts. Those things are behind me now, and the future is in God’s hands. Hopefully I’ve learned things, and will be able to live accordingly. I’ve come through this time now, and even though I’ll miss Gran, I’ll see her again one day, and the future is bright.

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  • How I Work: Staying Productive Whilst Traveling

    - by BuckWoody
    I travel a lot. Not like some folks that are gone every week, mind you, although in the last month I’ve been to: Cambridge, UK; Anchorage, AK; San Jose, CA; Copenhagen, DK, Boston, MA; and I’m currently en-route to Anaheim, CA.  While this many places in a month is a bit unusual for me, I would say I travel frequently. I’ve travelled most of my 28+ years in IT, and at one time was a consultant traveling weekly.   With that much time away from my primary work location, I have to find ways to stay productive. Some might say “just rest – take a nap!” – but I’m not able to do that. For one thing, I’m a very light sleeper and I’ve never slept on a plane - even a 30+ hour trip to New Zealand in Business Class - so that just isn’t option. I also am not always in the plane, of course. There’s the hotel, the taxi/bus/train, the airport and then all that over again when I arrive. Since my regular jobs have many demands, I have to get work done.   Note: No, I’m not always focused on work. I need downtime just like everyone else. Sometimes I just think, watch a movie or listen to tunes – and I give myself permission to do that anytime – sometimes the whole trip. I have too fewheartbeats left in life to only focus on work – it’s just not that important, and neither am I. Some of these tasks are letters to friends and family, or other personal things. What I’m talking about here is a plan, not some task list I have to follow. When I get to the location I’m traveling to, I always build in as much time as I can to ensure I enjoy those sights and the people I’m with. I would find traveling to be a waste if not for that.   The Unrealistic Expectation As I would evaluate the trip I was taking – say a 6-8 hour flight – I would expect to get 10-12 hours of work done. After all, there’s the time at the airport, the taxi and so on, and then of course the time in the air with all of the room, power, internet and everything else I needed to get my work done. I would pile up tasks at home, pack my bags, and head happily to the magical land of the TSA.   Right. On return from the trip, I had accomplished little, had more e-mails and other work that had piled up, and I was tired, hungry, and unorganized. This had to change. So, I decided to do three things: Segment my work Set realistic expectations Plan accordingly  Segmenting By Available Resources The first task was to decide what kind of work I could do in each location – if any. I found that I was dependent on a few things to get work done, such as power, the Internet, and a place to sit down. Before I fly, I take some time at home to get all of the work I’d like to accomplish while away segmented into these areas, and print that out on paper, which goes in my suit-coat pocket along with a mechanical pencil. I print my tickets, and I’m all set for the adventure ahead. Then I simply do each kind of work whenever I’m in that situation. No power There are certain times when I don’t have power available. But not only that, I might not even be able to use most of my electronics. So I now schedule as many phone calls as I can for the taxi/bus/train ride and the airports as I can. I have a paper notebook (Moleskine, of course) and a pencil and I print out any notes or numbers I need prior to the trip. Once I’m airborne or at the airport, I work on my laptop. I check and respond to e-mails, create slides, write code, do architecture, whatever I can.  If I can’t use any electronics, or once the power runs out, I schedule time for reading. I can read at the airport or anywhere, actually, even in-flight or any other transport. I “read with a pencil”, meaning I take a lot of notes, which I liketo put in OneNote, but since in most cases I don’t have power, I use the Moleskine to do that. Speaking of which, sometimes as I’m thinking I come up with new topics, ideas, blog posts, or things to teach in my classes. Once again I take out the notebook and write it down. All of these notes get a check-mark when I get back to the office and transfer the writing to OneNote. I’ve tried those “smart pens” and so on to automate this, but it just never works out. Pencil and paper are just fine. As I mentioned, sometime I just need to think. I’ll do nothing, and let my mind wander, thinking of nothing in particular, or some math problem or science question I’m interested in. My only issue with this is that I communicate tothink, and I don’t want to drive people crazy by being that guy that won’t shut up, so I think in a different way. Power, but no Internet or Phone If I have power but no Internet or phone, I focus on the laptop and the tablet as before, and I also recharge my other gadgets. Power, Internet, Phone and a Place to Work At first I thought that when I arrived at the hotel or event I could get the same amount of work done that I do at the office. Not so. There’s simply too many distractions, things you need, or other issues that allow this. Of course, Ican work on any device, read, think, write or whatever, but I am simply not as productive as I am in my home office. So I plan for about 25-50% as much work getting done in this environment as I think I could really do. I’ve done some measurements, and this holds out to be true almost every time. The key is that I re-set my expectations (and my co-worker’s expectations as well) that this is the case. I use the Out-Of-Office notices to let people know that I’m just not going to be 100% at this time – it’s hard for everyone, but it’s more honest and realistic, and I’d rather they know that – and that I realize that – than to let them think I’m totally available. Because I’m not – I’m traveling. I don’t tend to put too much detail, because after all I don’t necessarily want to let people know when I’m not home :) but I do think it’s important to let people that depend on my know that I’ll get back with them later. I hope this helps you think through your own methodology of staying productive when you travel. Or perhaps you just go offline, and don’t worry about any of this – good for you! That’s completely valid as well.   (Oh, and yes, I wrote this at 35K feet, on Alaska Airlines on a trip. :)  Practice what you preach, Buck.)

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  • Blink-Data vs Instinct?

    - by Samantha.Y. Ma
    In his landmark bestseller Blink, well-known author and journalist Malcolm Gladwell explores how human beings everyday make seemingly instantaneous choices --in the blink of an eye--and how we “think without thinking.”  These situations actually aren’t as simple as they seem, he postulates; and throughout the book, Gladwell seeks answers to questions such as: 1.    What makes some people good at thinking on their feet and making quick spontaneous decisions?2.    Why do some people follow their instincts and win, while others consistently seem to stumble into error?3.    Why are some of the best decisions often those that are difficult to explain to others?In Blink, Gladwell introduces us to the psychologist who has learned to predict whether a marriage will last, based on a few minutes of observing a couple; the tennis coach who knows when a player will double-fault before the racket even makes contact with the ball; the antiquities experts who recognize a fake at a glance. Ultimately, Blink reveals that great decision makers aren't those who spend the most time deliberating or analyzing information, but those who focus on key factors among an overwhelming number of variables-- i.e., those who have perfected the art of "thin-slicing.” In Data vs. Instinct: Perfecting Global Sales Performance, a new report sponsored by Oracle, the Economist Intelligence Unit (EIU) explores the roles data and instinct play in decision-making by sales managers and discusses how sales executives can increase sales performance through more effective  territory planning and incentive/compensation strategies.If you are a sales executive, ask yourself this:  “Do you rely on knowledge (data) when you plan out your sales strategy?  If you rely on data, how do you ensure that your data sources are reliable, up-to-date, and complete?  With the emergence of social media and the proliferation of both structured and unstructured data, how do you know that you are applying your information/data correctly and in-context?  Three key findings in the report are:•    Six out of ten executives say they rely more on data than instinct to drive decisions. •    Nearly one half (48 percent) of incentive compensation plans do not achieve the desired results. •    Senior sales executives rely more on current and historical data than on forecast data. Strikingly similar to what Gladwell concludes in Blink, the report’s authors succinctly sum up their findings: "The best outcome is a combination of timely information, insightful predictions, and support data."Applying this insight is crucial to creating a sound sales plan that drives alignment and results.  In the area of sales performance management, “territory programs and incentive compensation continue to present particularly complex challenges in an increasingly globalized market," say the report’s authors. "It behooves companies to get a better handle on translating that data into actionable and effective plans." To help solve this challenge, CRM Oracle Fusion integrates forecasting, quotas, compensation, and territories into a single system.   For example, Oracle Fusion CRM provides a natural integration between territories, which define the sales targets (e.g., collection of accounts) for the sales force, and quotas, which quantify the sales targets. In fact, territory hierarchy is a core analytic dimension to slice and dice sales results, using sales analytics and alerts to help you identify where problems are occurring. This makes territoriesStart tapping into both data and instinct effectively today with Oracle Fusion CRM.   Here is a short video to provide you with a snapshot of how it can help you optimize your sales performance.  

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  • Minecraft style XNA game collision?

    - by Levi
    I've been trying to get this working for ages now, I can detect if there's a solid block at any place on the map and I can check how far something is inside of it, but I don't understand how to fix the collision. I've tried loads of ways and all of them end up by the player getting stuck, glitching around, incorrect responses and I really have no idea how to go about this :/. int Chnk = Utility.GetChunkFromPosition(origin); if (Chnk == -1) return; Vector3 Pos = Utility.GetCubeVectorFromPosition(origin); if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)Pos.Y, (byte)Pos.Z] != 0) { isInIllegalState = true; if (velocity.Y < 0f) velocity.Y = 0f; } while (isInIllegalState) { if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)origin.Y, (byte)Pos.Z] != 0) origin.Y = (int)(origin.Y + 1); else isInIllegalState = false; } if (origin.Y < Chunk.YSize - 2 && GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)(origin.Y + playerHeight.Y), (byte)Pos.Z] != 0) { velocity.Y = 0f; //Acceleration.Y = 0f; origin.Y = (int)origin.Y;// -0.5f; } for (int x = -1; x <= 1; x+=2) { for (int z = -1; z <= 1; z += 2) { Vector3 CornerPosition = new Vector3(boundingSize * x, 0, boundingSize * z); bool CorrectX = false; bool CorrectZ = false; Vector3 RoundedOrigin = Utility.RoundVector(origin); Vector3 RoundedCorner = Utility.RoundVector(origin + CornerPosition); byte BlockAdjacent = Utility.GetCubeFromPosition(origin + CornerPosition); if (BlockAdjacent == 0) continue; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z != RoundedOrigin.Z) { CorrectX = true; CorrectZ = true; } if (RoundedCorner.Z != RoundedOrigin.Z && RoundedCorner.X == RoundedOrigin.X) CorrectZ = true; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z == RoundedOrigin.Z) CorrectX = true; if (CorrectX && CornerPosition.X > 0) { if (origin.X > 0f) origin.X = (int)(origin.X + 1) - boundingSize; else origin.X = (int)origin.X - boundingSize; } else if (CorrectX && CornerPosition.X < 0) { if (origin.X > 0f) origin.X = (int)(origin.X) + boundingSize; else origin.X = (int)(origin.X - 1) + boundingSize; } if (CorrectZ && CornerPosition.Z > 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z + 1) - boundingSize; else origin.Z = (int)origin.Z - boundingSize; } else if (CorrectZ && CornerPosition.Z < 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z) + boundingSize; else origin.Z = (int)(origin.Z - 1) + boundingSize; } } }

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  • Animation Trouble with Java Swing Timer - Also, JFrame Will Not Exit_On_Close

    - by forgotton_semicolon
    So, I am using a Java Swing Timer because putting the animation code in a run() method of a Thread subclass caused an insane amount of flickering that is really a terrible experience for any video game player. Can anyone give me any tips on: Why there is no animation... Why the JFrame will not close when it is coded to Exit_On_Close 2 times My code is here: import java.awt.; import java.awt.event.; import javax.swing.*; import java.net.URL; //////////////////////////////////////////////////////////////// TFQ public class TFQ extends JFrame { DrawingsInSpace dis; //========================================================== constructor public TFQ() { dis = new DrawingsInSpace(); JPanel content = new JPanel(); content.setLayout(new FlowLayout()); this.setContentPane(dis); this.setDefaultCloseOperation(EXIT_ON_CLOSE); this.setTitle("Plasma_Orbs_Off_Orion"); this.setSize(500,500); this.pack(); //... Create timer which calls action listener every second.. // Use full package qualification for javax.swing.Timer // to avoid potential conflicts with java.util.Timer. javax.swing.Timer t = new javax.swing.Timer(500, new TimePhaseListener()); t.start(); } /////////////////////////////////////////////// inner class Listener thing class TimePhaseListener implements ActionListener, KeyListener { // counter int total; // loop control boolean Its_a_go = true; //position of our matrix int tf = -400; //sprite directions int Sprite_Direction; final int RIGHT = 1; final int LEFT = 2; //for obstacle Rectangle mega_obstacle = new Rectangle(200, 0, 20, HEIGHT); public void actionPerformed(ActionEvent e) { //... Whenever this is called, repaint the screen dis.repaint(); addKeyListener(this); while (Its_a_go) { try { dis.repaint(); if(Sprite_Direction == RIGHT) { dis.matrix.x += 2; } // end if i think if(Sprite_Direction == LEFT) { dis.matrix.x -= 2; } } catch(Exception ex) { System.out.println(ex); } } // end while i think } // end actionPerformed @Override public void keyPressed(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyReleased(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyTyped(KeyEvent event) { // TODO Auto-generated method stub if (event.getKeyChar()=='f'){ Sprite_Direction = RIGHT; System.out.println("matrix should be animating now "); System.out.println("current matrix position = " + dis.matrix.x); } if (event.getKeyChar()=='d') { Sprite_Direction = LEFT; System.out.println("matrix should be going in reverse"); System.out.println("current matrix position = " + dis.matrix.x); } } } //================================================================= main public static void main(String[] args) { JFrame SafetyPins = new TFQ(); SafetyPins.setVisible(true); SafetyPins.setSize(500,500); SafetyPins.setResizable(true); SafetyPins.setLocationRelativeTo(null); SafetyPins.setDefaultCloseOperation(EXIT_ON_CLOSE); } } class DrawingsInSpace extends JPanel { URL url1_plasma_orbs; URL url2_matrix; Image img1_plasma_orbs; Image img2_matrix; // for the plasma_orbs Rectangle bbb = new Rectangle(0,0, 0, 0); // for the matrix Rectangle matrix = new Rectangle(-400, 60, 430, 200); public DrawingsInSpace() { //load URLs try { url1_plasma_orbs = this.getClass().getResource("plasma_orbs.png"); url2_matrix = this.getClass().getResource("matrix.png"); } catch(Exception e) { System.out.println(e); } // attach the URLs to the images img1_plasma_orbs = Toolkit.getDefaultToolkit().getImage(url1_plasma_orbs); img2_matrix = Toolkit.getDefaultToolkit().getImage(url2_matrix); } public void paintComponent(Graphics g) { super.paintComponent(g); // draw the plasma_orbs g.drawImage(img1_plasma_orbs, bbb.x, bbb.y,this); //draw the matrix g.drawImage(img2_matrix, matrix.x, matrix.y, this); } } // end class enter code here

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • Do hard drive enclosures fail/is it the HDD or enclosure?

    - by x0a
    I'm having a whole host of problems with an external hard drive that was working just fine a couple of hours ago. I've had this problem before once, and that was about 3 months ago, here's what I documented: So a couple of hours ago I turned off all my computers and shut off the power to all my devices in my room, then went and turned the power off at the main switch so I could change an outlet. A couple hours later, after I've already slowly turned everything back on, I go to my xbox to try and watch a movie and it can't seem to list any of the movies I've got. So I go to my desktop to find that my external hard drive isn't there.. even though it's on and connected. It's also stationary and hidden behind something so there's not a whole lot of tampering/physical wear to that external. I plug it into my laptop to try and see what's going on. It starts making this endless loud screeching noise. None of that clicking that's usually associated with hd damage. It's not listed in my computers, and it shows up in Disk Management as "uninitialized" asking me to choose between two different partition types. After carefully disconnecting it and connecting it back, it asks me to format it, which I cancel. I start googling about my issue, starting to accept the situation, torn as hell and helpless and just about ready to toss the thing. Suddenly the screeching stops, after almost 45 minutes of it going, and Disk Management lists the drive as "Online" and "Healthy". Explorer pops up with all my files! I'm still being really careful with it and weary and treating it as though it's in fragile shape. I've downloaded some S.M.A.R.T. software to read the values and everything is listed as "OK" . No reallocated sectors, no read errors, no seek errors. I also ran a quick self-test, which completed without error. Everything seems fine. It looks to be a perfectly healthy external hard drive. So what the hell was that about? Was it doing some sort of maintenance or self-test? How am I supposed to tell the difference? I would've undoubtedly killed the drive for sure if had it gone on a bit longer. I've got the same problem now, with one exception: it doesn't magically reappear after the screeching stops. Occasionally I manage to get some S.M.A.R.T. diagnostics information, which basically reads everything as fine. The only problem is that my HD isn't initializing (so I can't access anything in it). I'm able to successfully run a quick smart test but not an extended one (I've only tried it once but got conflicting indications as to whether it was actually making any progress or not (was stuck on Random read test). So, final question (if all else fails): Could the hard drive enclosure be failing rather than the HDD? Is this a likely possibility at all? How would I know?

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