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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?

    - by Sion Sheevok
    This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules when drawing objects in the game world. Draw all opaque objects, front-to-back. Draw all alpha-blended objects, back-to-front. Some of the major parameters to batch by, as I understand it, are textures, vertex buffers, and index buffers. It seems that, as long as you are adhering to the above two rules, there's little to be done in regards to batching. I see one possibility to batch, while still adhering to the above two rules. Opaque objects can still be drawn out of depth-order, because drawing them front-to-back is merely a fillrate optimization, meanwhile state changes may very well be far more expensive than the overdraw of drawing out of depth-order. However, non-opaque objects, those that require alpha-blending at least, must be drawn back-to-front in order to avoid rendering artifacts. Is the loss of the fillrate optimization for opaques worth the state batching optimization?

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  • Rendering Linear Gradients using the HTML5 Canvas

    - by dwahlin
    Related HTML5 Canvas Posts: Getting Started with the HTML5 Canvas Rendering Text with the HTML5 Canvas Creating a Line Chart using the HTML5 Canvas New Pluralsight Course: HTML5 Canvas Fundamentals Gradients are everywhere. They’re used to enhance toolbars or buttons and help add additional flare to a web page when used appropriately. In the past we’ve always had to rely on images to render gradients which works well, but isn’t necessarily the most efficient (although 1 pixel wide images do work well). CSS3 provides a great way to render gradients in modern browsers (see http://www.colorzilla.com/gradient-editor for a nice online gradient generator tool) but it’s not the only option. If you’re working with charts, games, multimedia or other HTML5 Canvas applications you can also use gradients and render them on the client-side without relying on images. In this post I’ll introduce how to use linear gradients and discuss the different functions that can be used to create them.   Creating Linear Gradients Linear gradients can be created using the 2D context’s createLinearGradient function. The function takes the starting x,y coordinates and ending x,y coordinates of the gradient:   createLinearGradient(x1, y1, x2, y2);   By changing the start and end coordinates you can control the direction that the gradient renders. For example, adding the following coordinates causes the gradient to render from left to right since the y value stays at 0 for both points while the x value changes from 0 to 200. var lgrad = ctx.createLinearGradient(0, 0, 200, 0); Here’s an example of how changing the coordinates affects the gradient direction:   Once a linear gradient object has been created you can set color stops using the addColorStop() function. It takes the location where the color should appear in the gradient with 0 being the beginning and 1 being at the end (0.5 would be in the middle) as well as the color to display in the gradient. lgrad.addColorStop(0, 'white'); lgrad.addColorStop(1, 'gray');   An example of combining createLinearGradient() with addColorStop() is shown next:   Using createLinearGradient() var canvas = document.getElementById('myCanvas'); var ctx = canvas.getContext('2d'); var lgrad = ctx.createLinearGradient(0, 0, 200, 0); lgrad.addColorStop(0, 'white'); lgrad.addColorStop(1, 'gray'); ctx.fillStyle = lgrad; ctx.fillRect(0, 0, 200, 200); ctx.strokeRect(0, 0, 200, 200); This code renders a white to gray gradient as shown next: A live example of using createLinearGradient() is shown next. Click the Result tab to see the code in action.   In the next post on the HTML5 Canvas I’ll take a look at radial gradients and how they can be used. In the meantime, if you’re interested in learning more about the HTML5 Canvas and how it can be used in your Web or Windows 8 applications, check out my HTML5 Canvas Fundamentals course from Pluralsight. It has over 4 1/2 hours of canvas goodness packed in it.

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  • Architecture strategies for a complex competition scoring system

    - by mikewassmer
    Competition description: There are about 10 teams competing against each other over a 6-week period. Each team's total score (out of a 1000 total available points) is based on the total of its scores in about 25,000 different scoring elements. Most scoring elements are worth a small fraction of a point and there will about 10 X 25,000 = 250,000 total raw input data points. The points for some scoring elements are awarded at frequent regular time intervals during the competition. The points for other scoring elements are awarded at either irregular time intervals or at just one moment in time. There are about 20 different types of scoring elements. Each of the 20 types of scoring elements has a different set of inputs, a different algorithm for calculating the earned score from the raw inputs, and a different number of total available points. The simplest algorithms require one input and one simple calculation. The most complex algorithms consist of hundreds or thousands of raw inputs and a more complicated calculation. Some types of raw inputs are automatically generated. Other types of raw inputs are manually entered. All raw inputs are subject to possible manual retroactive adjustments by competition officials. Primary requirements: The scoring system UI for competitors and other competition followers will show current and historical total team scores, team standings, team scores by scoring element, raw input data (at several levels of aggregation, e.g. daily, weekly, etc.), and other metrics. There will be charts, tables, and other widgets for displaying historical raw data inputs and scores. There will be a quasi-real-time dashboard that will show current scores and raw data inputs. Aggregate scores should be updated/refreshed whenever new raw data inputs arrive or existing raw data inputs are adjusted. There will be a "scorekeeper UI" for manually entering new inputs, manually adjusting existing inputs, and manually adjusting calculated scores. Decisions: Should the scoring calculations be performed on the database layer (T-SQL/SQL Server, in my case) or on the application layer (C#/ASP.NET MVC, in my case)? What are some recommended approaches for calculating updated total team scores whenever new raw inputs arrives? Calculating each of the teams' total scores from scratch every time a new input arrives will probably slow the system to a crawl. I've considered some kind of "diff" approach, but that approach may pose problems for ad-hoc queries and some aggegates. I'm trying draw some sports analogies, but it's tough because most games consist of no more than 20 or 30 scoring elements per game (I'm thinking of a high-scoring baseball game; football and soccer have fewer scoring events per game). Perhaps a financial balance sheet analogy makes more sense because financial "bottom line" calcs may be calculated from 250,000 or more transactions. Should I be making heavy use of caching for this application? Are there any obvious approaches or similar case studies that I may be overlooking?

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  • OpenGL not rendering my images to the screen

    - by Brendan Webster
    for some reason my game isn't showing the image I am rendering to the screen. My engine is state based, and at the beginning I set the logo, but it isn't showing on the screen. Here is my method of doing so first I create one image and assign some values to it's preset values. //create one image instance for the logo background O_File.v_Create_Images(1); //set the atributes of the background //first Image O_File.sImage[0].nImageDepth = -30.0f; O_File.sImage[0].sImageLocation = "image.bmp"; //load the images int O_File.v_Load_Images(); Then I load them with DevIL void C_File_Manager::v_Load_Images() { ilGenImages(1, &image); ilBindImage(image); for(int i = 0;i < sImage.size();i++) { success = ilLoadImage(sImage[i].sImageLocation.c_str()); if (success) { success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //asign values to the width and height of the image if they are already not assigned if(sImage[i].nImageHeight == 0) sImage[i].nImageHeight = ilGetInteger(IL_IMAGE_HEIGHT); if(sImage[i].nImageWidth == 0) sImage[i].nImageWidth = ilGetInteger(IL_IMAGE_WIDTH); std::cout << sImage[i].nImageHeight << std::endl; const std::string word = sImage[i].sImageLocation.c_str(); std::cout << sImage[i].sImageLocation.c_str() << std::endl; ilLoadImage(word.c_str()); ilDeleteImages(1, &image); } } } and then I apply them to the screen void C_File_Manager::v_Apply_Images() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0;i < sImage.size();i++) { //move the image to where it should be on the screen; glTranslatef(sImage[i].nImageX,sImage[i].nImageY,sImage[i].nImageDepth); //rotate image around the 3 axes glRotatef(sImage[i].fImageAngleX,1,0,0); glRotatef(sImage[i].fImageAngleY,0,1,0); glRotatef(sImage[i].fImageAngleZ,0,0,1); //scale the image glScalef(1,1,1); //center the image glTranslatef((sImage[i].nImageWidth/2),(sImage[i].nImageHeight/2),0); //draw the box that will encase the loaded image glBegin(GL_QUADS); //change the color of the loaded image; glColor4f(1,1,1,1); //top left corner of image glNormal3f(0.0,0,0.0); glTexCoord2f (1.0, 0.0); glVertex3f(0,0,sImage[i].nImageDepth); //top right corner of image glNormal3f(1.0,0,0.0); glTexCoord2f (1.0, 1.0); glVertex3f(0,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom right corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f (0.0, 1.0); glVertex3f(sImage[i].nImageWidth,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom left corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f(0.0, 0.0); glVertex3f(sImage[i].nImageWidth,0,sImage[i].nImageDepth); glEnd(); } } when I debug there is no errors at all, but yet the images don't show up on the screen, I have positioned the camera at (0,0,-1) and that is where the images should show up. the clipping plane is set 1 to 1000. There is probably some random problem with the code, but I just can't catch it.

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  • Need help with a complex 3d scene (using Ogre and bullet)

    - by Matthias
    In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the diameter of the stick. In reality, when you would now hold the end of the stick in your hand and move the hand left/right or up/down, the other end of the stick, which is inside the box, would move into the opposite direction of your hand movement (because the stick is affixed at the pivot point where it is entering the box through the hole). (I hope you understand what I mean so far.) Now I need to simulate such a setup in a 3d program. I have already successfully developed an Ogre3d framework for this application, including bullet. But what I don't know is how I can implement in my program what I have described above. This application must include two more features: The scene camera is attached to the end of the stick that is inserted into the box. So when the user would move the mouse (to control "his" end of the stick outside the box), then the camera attached to the stick would move in the opposite direction, as described above. The stick has some length, and the user can push it further into the box, or pull it closer to him again. That means of course that the max. radius on which the end of the stick inside the box can move depends on how far the stick is pushed into the box. Thus, the more the stick is pushed into the box, the larger the max. radius of this end of the stick with the camera will be. I understand this is maybe quite a complex thing, so I don't expect any real source code here. I already have the Ogre and bullet part as said up and running, as well as a camera attached to the stick. This works fine. What I don't know though is how I can simulate the setup described above. Especially the requirement that the stick is affixed at the position of the hole on the box, where it is inserted into the box. Any ideas how I could approach to implement the described setup?

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  • How To Avoid a Perl script calling an Another Perl Script

    - by rockyurock
    Hello, i am calling a perl script client.pl from a main script to capture the output of client.pl in @output. is there anyway to avoid the use of these two files so i can use the output of client.pl in main.pl itself here is my code.... main.pl ======= my @output = readpipe("client.pl"); client.pl ========= #! /usr/bin/perl -w #use strict; use Socket; #initialize host and port my $host = shift || $FTP_SERVER; my $port = shift || $CLIENT_PORT; my $proto = getprotobyname('tcp'); #get the port address my $iaddr = inet_aton($host); my $paddr = sockaddr_in($port, $iaddr); #create the socket, connect to the port socket(SOCKET, PF_INET, SOCK_STREAM, $proto)or die "socket: $!\n"; connect(SOCKET, $paddr) or die "connect: $!\n"; my $line; while ($line = ) { print "$line\n"; } close SOCKET or die "close: $!"; /rocky..

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  • The Case of the Extra Page: Rendering Reporting Services as PDF

    - by smisner
    I had to troubleshoot a problem with a mysterious extra page appearing in a PDF this week. My first thought was that it was likely to caused by one of the most common problems that people encounter when developing reports that eventually get rendered as PDF is getting blank pages inserted into the PDF document. The cause of the blank pages is usually related to sizing. You can learn more at Understanding Pagination in Reporting Services in Books Online. When designing a report, you have to be really careful with the layout of items in the body. As you move items around, the body will expand to accommodate the space you're using and you might eventually tighten everything back up again, but the body doesn't automatically collapse. One of my favorite things to do in Reporting Services 2005 - which I dubbed the "vacu-pack" method - was to just erase the size property of the Body and let it auto-calculate the new size, squeezing out all the extra space. Alas, that method no longer works beginning with Reporting Services 2008. Even when you make sure the body size is as small as possible (with no unnecessary extra space along the top, bottom, left, or right side of the body), it's important to calculate the body size plus header plus footer plus the margins and ensure that the calculated height and width do not exceed the report's height and width (shown as the page in the illustration above). This won't matter if users always render reports online, but they'll get extra pages in a PDF document if the report's height and width are smaller than the calculate space. Beginning the Investigation In the situation that I was troubleshooting, I checked the properties: Item Property Value Body Height 6.25in   Width 10.5in Page Header Height 1in Page Footer Height 0.25in Report Left Margin 0.1in   Right Margin 0.1in   Top Margin 0.05in   Bottom Margin 0.05in   Page Size - Height 8.5in   Page Size - Width 11in So I calculated the total width using Body Width + Left Margin + Right Margin and came up with a value of 10.7 inches. And then I calculated the total height using Body Height + Page Header Height + Page Footer Height + Top Margin + Bottom Margin and got 7.6 inches. Well, page sizing couldn't be the reason for the extra page in my report because 10.7 inches is smaller than the report's width of 11 inches and 7.6 inches is smaller than the report's height of 8.5 inches. I had to look elsewhere to find the culprit. Conducting the Third Degree My next thought was to focus on the rendering size of the items in the report. I've adapted my problem to use the Adventure Works database. At the top of the report are two charts, and then below each chart is a rectangle that contains a table. In the real-life scenario, there were some graphics present as a background for the tables which fit within the rectangles that were about 3 inches high so the visual space of the rectangles matched the visual space of the charts - also about 3 inches high. But there was also a huge amount of white space at the bottom of the page, and as I mentioned at the beginning of this post, a second page which was blank except for the footer that appeared at the bottom. Placing a textbox beneath the rectangles to see if they would appear on the first page resulted the textbox's appearance on the second page. For some reason, the rectangles wanted a buffer zone beneath them. What's going on? Taking the Suspect into Custody My next step was to see what was really going on with the rectangle. The graphic appeared to be correctly sized, but the behavior in the report indicated the rectangle was growing. So I added a border to the rectangle to see what it was doing. When I added borders, I could see that the size of each rectangle was growing to accommodate the table it contains. The rectangle on the right is slightly larger than the one on the left because the table on the right contains an extra row. The rectangle is trying to preserve the whitespace that appears in the layout, as shown below. Closing the Case Now that I knew what the problem was, what could I do about it? Because of the graphic in the rectangle (not shown), I couldn't eliminate the use of the rectangles and just show the tables. But fortunately, there is a report property that comes to the rescue: ConsumeContainerWhitespace (accessible only in the Properties window). I set the value of this property to True. Problem solved. Now the rectangles remain fixed at the configured size and don't grow vertically to preserve the whitespace. Case closed.

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • Run a startup script with lightdm

    - by cheshirekow
    I have a tablet PC and the graphics driver doesn't support xrandr, so in order to rotate the screen I run a script which changes the Xorg.conf file and then restarts lightdm. I also have a script which uses xsetwacom and xinput to change the rotation of the input devices so that the match the new orientation. I've learned how to get the script to run when I login, but I'd like it to run before I login, so that I don't have to enable auto-login with lightdm. I do need it to run though, or the input (touch and pen) is rotated with respect to the screen, so that when I touch the screen the input is in a completely different area, making it really difficult to use the onscreen keyboard. I've looked at other questions on this site. I've tried putting my script in /etc/Xsession.d but that didn't seem to work. I also tried putting it in /etc/rc.local but I think that is the wrong place, nothing seems to happen. I've also tried googling for lightm script hooks, and various other google terms. Any suggestions? Edit 1: After doing some research, it seems to me that it might not be that I want to run a script with lightdm, but rather with the lighdm greeter (in this case, I think the unity-greeter?). Are there any script-hooks for the unity-greeter?

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  • javascript complex recurrsion [on hold]

    - by Achilles
    Given Below is my data in data array. What i am doing in code below is that from that given data i have to construct json in a special format which i also gave below. //code start here var hierarchy={}; hierarchy.name="Hierarchy"; hierarchy.children=[{"name":"","children":[{"name":"","children":[]}]}]; var countryindex; var flagExist=false; var data = [ {country :"America", city:"Kansas", employe:'Jacob'}, {country :"Pakistan", city:"Lahore", employe:'tahir'}, {country :"Pakistan", city:"Islamabad", employe:'fakhar'} , {country :"Pakistan", city:"Lahore", employe:'bilal'}, {country :"India", city:"d", employe:'ali'} , {country :"Pakistan", city:"Karachi", employe:'eden'}, {country :"America", city:"Kansas", employe:'Jeen'} , {country :"India", city:"Banglore", employe:'PP'} , {country :"India", city:"Banglore", employe:'JJ'} , ]; for(var i=0;i<data.length;i++) { for(var j=0;j<hierarchy.children.length;j++) { //for checking country match if(hierarchy.children[j].name==data[i].country) { countryindex=j; flagExist=true; break; } } if(flagExist)//country match now no need to add new country just add city in it { var cityindex; var cityflag=false; //hierarchy.children[countryindex].children.push({"name":data[i].city,"children":[]}) //if(hierarchy.children[index].children!=undefined) for(var k=0;k< hierarchy.children[countryindex].children.length;k++) { //for checking city match if(hierarchy.children[countryindex].children[k].name==data[i].city) { // hierarchy.children[countryindex].children[k].children.push({"name":data[i].employe}) cityflag=true; cityindex=k; break; } } if(cityflag)//city match now add just empolye at that city index { hierarchy.children[countryindex].children[cityindex].children.push({"name":data[i].employe}); cityflag=false; } else//no city match so add new with employe also as this is new city so its emplye will be 1st { hierarchy.children[countryindex].children.push({"name":data[i].city,children:[{"name":data[i].employe}]}); //same as above //hierarchy.children[countryindex].children[length-1].children.push({"name":data[i].employe}); } flagExist=false; } else{ //no country match adding new country //with city also as this is new city of new country console.log("sparta"); hierarchy.children.push({"name":data[i].country,"children":[{"name":data[i].city,"children":[{"name":data[i].employe}]}]}); // hierarchy.children.children.push({"name":data[i].city,"children":[]}); } //console.log(hierarchy); } hierarchy.children.shift(); var j=JSON.stringify(hierarchy); //code ends here //here is the json which i seccessfully formed from the code { "name":"Hierarchy", "children":[ { "name":"America", "children":[ { "name":"Kansas", "children":[{"name":"Jacob"},{"name":"Jeen"}]}]}, { "name":"Pakistan", "children":[ { "name":"Lahore", "children": [ {"name":"tahir"},{"name":"bilal"}]}, { "name":"Islamabad", "children":[{"name":"fakhar"}]}, { "name":"Karachi", "children":[{"name":"eden"}]}]}, { "name":"India", "children": [ { "name":"d", "children": [ {"name":"ali"}]}, { "name":"Banglore", "children":[{"name":"PP"},{"name":"JJ"}]}]}]} Now the orignal problem is that currently i am solving this problem for data of array of three keys and i have to go for 3 nested loops now i want to optimize this solution so that if data array of object has more than 3 key say 5 {country :"America", state:"NewYork",city:"newYOrk",street:"elm", employe:'Jacob'}, or more than my solution will not work and i cannot decide before how many keys will come so i thought recursion may suit best here. But i am horrible in writing recurrsion and the case is also complex. Can some awesome programmer help me writing recurrsion or suggest some other solution.

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  • Chrome "refusing to execute script"

    - by TestSubject528491
    In the head of my HTML page, I have: <script src="https://raw.github.com/cloudhead/less.js/master/dist/less-1.3.3.js"></script> When I load the page in my browser (Google Chrome v 27.0.1453.116) and enable the developer tools, it says Refused to execute script from 'https://raw.github.com/cloudhead/less.js/master/dist/less-1.3.3.js' because its MIME type ('text/plain') is not executable, and strict MIME type checking is enabled. Indeed, the script won't run. Why does Chrome think this is a plaintext file? It clearly has a js file extension. Since I'm using HTML5, I omitted the type attribute, so I thought that might be causing the problem. So I added type="text/javascript" to the <script> tag, and got the same result. I even tried type="application/javascript" and still, same error. Then I tried changing it to type="text/plain" just out of curiosity. The browser did not return an error, but of course the JavaScript did not run. Finally I thought the periods in the filename might be throwing the browser off. So in my HTML, I changed all the periods to the URL escape character %2E: <script src="https://raw.github.com/cloudhead/less%2Ejs/master/dist/less-1%2E3%2E3.js"></script> This still did not work. The only thing that truly works (i.e. the browser does not give an error and the JS successfully runs) is if I download the file, upload it to a local directory, and then change the src value to the local file. I'd rather not do this since I'm trying to save space on my own website. How do I get the Chrome to recognize that the linked file is actually a javascript type?

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • How do I configure upstart to run a script on shutdown when the process takes longer than 10secs?

    - by Tiris
    I am running ubuntu 11.10 in a virtual machine (VirtualBox) to learn more about development in linux. I am using a git repository to save my work and have written a script to bundle my work up and save it to the shared folder for use while the virtual machine is not running. I would like to automatically run this script before shutdown so that my work is always available if the vm is off (currently I have to manually run the script). I don't know if upstart is the best way to accomplish this, but this is the config that I wrote as a test: description "test script to run at shutdown" start on runlevel [056] task script touch /media/sf_LinuxEducation/start sleep 15 touch /media/sf_LinuxEducation/start-long end script pre-start script touch /media/sf_LinuxEducation/pre-start sleep 15 touch /media/sf_LinuxEducation/pre-start-long end script post-start script touch /media/sf_LinuxEducation/post-start sleep 15 touch /media/sf_LinuxEducation/post-start-long end script pre-stop script touch /media/sf_LinuxEducation/pre-stop sleep 15 touch /media/sf_LinuxEducation/pre-stop-long end script post-stop script touch /media/sf_LinuxEducation/post-stop sleep 15 touch /media/sf_LinuxEducation/post-stop-long end script The result is that only one touch is accomplished (the first touch in pre-start). What do I need to change to see one of the touches after the sleep to work? Or Is there an easier way to get this accomplished? Thanks in advance.

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  • Partial Page Rendering in OAF Page

    - by PRajkumar
    Let us try to implement partial page rendering for a text item. If value of TextItem1 is null then TextItem2 will not be appreared on UI. If value of TextItem1 is not null then TextItem2 will be appreared on UI.   1. Create a New OA Workspace and Empty OA Project File> New > General> Workspace Configured for Oracle Applications File Name -- PPRProj Project Name – PPRDemoProj Default Package -- prajkumar.oracle.apps.fnd.pprdemo   2. Create Application Module AM PPRDemoProj right click > New > ADF Business Components > Application Module Name -- PPRAM Package -- prajkumar.oracle.apps.fnd.pprdemo.server   Check Application Module Class: PPRAMImpl Generate JavaFile(s)   3. Create a PPRVO View Object PPRDemoProj> New > ADF Business Components > View Objects Name – PPRVO Package – prajkumar.oracle.apps.fnd.pprdemo.server   In Attribute Page Click on New button and create transient primary key attribute with the following properties:   Attribute Property Name RowKey Type Number Updateable Always Key Attribute (Checked)   Click New button again and create transient attribute with the following properties:   Attribute Property Name TextItem2Render Type Boolean Updateable Always   Note – No Need to generate any JAVA files for PPRVO   4. Add Your View Object to Root UI Application Module Right click on PPRAM > Edit PPRAM > Data Model > Select PPRVO in Available View Objects list and shuttle to Data Model list   5. Create a OA components Page PPRDemoProj right click > New > OA Components > Page Name – PPRPG Package -- prajkumar.oracle.apps.fnd.pprdemo.webui   6. Modify the Page Layout (Top-level) Region   Attribute Property ID PageLayoutRN Region Style pageLayout Form Property True Auto Footer True Window Title PPR Demo Window Title True Title PPR Demo Page Header AM Definition prajkumar.oracle.apps.fnd.pprdemo.server.PPRAM   7. Create the Second Region (Main Content Region) Right click on PageLayoutRN > New > Region   Attribute Property ID MainRN Region Style messageComponentLayout   8. Create Two Text Items   Create First messageTextItem -- Right click on MainRN > New > messageTextInput   Attribute Property ID TextItem1 Region Style messageTextInput Prompt Text Item1 Length 20 Disable Server Side Validation True Disable Client Side Validation True Action Type firePartialAction Event TextItem1Change Submit True   Note -- Disable Client Side Validation and Event property appears after you set the Action Type property to firePartialAction   Create Second messageTextItem -- Select MainRN right click > New > messageTextInput   Attribute Property ID TextItem2 Region Style messageTextInput Prompt Text Item2 Length 20 Rendered ${oa.PPRVO1.TextItem2Render}   9. Add Following code in PPRAMImpl.java   import oracle.apps.fnd.framework.OARow; import oracle.apps.fnd.framework.OAViewObject; import oracle.apps.fnd.framework.server.OAApplicationModuleImpl; import oracle.apps.fnd.framework.server.OAViewObjectImpl; public void handlePPRAction()  {   Number val = 1;  OAViewObject vo = (OAViewObject)findViewObject("PPRVO1");  if (vo != null)   {    if (vo.getFetchedRowCount() == 0)    {     vo.setMaxFetchSize(0);     vo.executeQuery();     vo.insertRow(vo.createRow());     OARow row = (OARow)vo.first();            row.setAttribute("RowKey", val);    row.setAttribute("TextItem2Render", Boolean.FALSE);      }  } }   10. Implement Controller for Page Select PageLayoutRN in Structure pane right click > Set New Controller Package Name -- prajkumar.oracle.apps.fnd.pprdemo.webui Class Name – PPRCO   Write following code in processFormRequest function of PPRCO Controller   import oracle.apps.fnd.framework.OARow; import oracle.apps.fnd.framework.OAViewObject; public void processRequest(OAPageContext pageContext, OAWebBean webBean) {  super.processRequest(pageContext, webBean);  PPRAMImpl am = (PPRAMImpl)pageContext.getApplicationModule(webBean);      am.invokeMethod("handlePPRAction"); } public void processFormRequest(OAPageContext pageContext, OAWebBean webBean) {  super.processFormRequest(pageContext, webBean);        PPRAMImpl am = (PPRAMImpl)pageContext.getApplicationModule(webBean);  OAViewObject vo = (OAViewObject)am.findViewObject("PPRVO1");  OARow row = (OARow)vo.getCurrentRow();        if ("TextItem1Change".equals(pageContext.getParameter(EVENT_PARAM)))  {   if (pageContext.getParameter("TextItem1").equals(""))   {    row.setAttribute("TextItem2Render", Boolean.FALSE);   }   else   {    row.setAttribute("TextItem2Render", Boolean.TRUE);   }  } }   11. Congratulation you have successfully finished. Run Your PPRPG page and Test Your Work          

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  • Override variables while testing a standalone Perl script

    - by BrianH
    There is a Perl script in our environment that I now need to maintain. It is full of bad practices, including using (and re-using) global variables throughout the script. Before I start making changes to the script, I was going to try to write some test scripts so I can have a good regression base. To do this, I was going to use a method described on this page. I was starting by writing tests for a single subroutine. I put this line somewhat near the top of the script I am testing: return 1 if ( caller() ); That way, in my test script, I can require 'script_to_test.pl'; and it won't execute the whole script. The first subroutine I was going to test makes a lot of use of global variables that are set throughout the script. My thought was to try to override these variables in my test script, something like this: require_ok('script_to_test.pl'); $var_from_other_script = 'Override Value'; ok( sub_from_other_script() ); Unfortunately (for me), the script I am testing has a massive "my" block at the top, where it declares all variables used in the script. This prevents my test script from seeing/changing the variables in the script I'm running tests against. I've played with Exporter, Test::Mock..., and some other modules, but it looks like if I want to be able to change any variables I am going to have to modify the other script in some fashion. My goal is to not change the other script, but to get some good tests running so when I do start changing the other script, I can make sure I didn't break anything. The script is about 10,000 lines (3,000 of them in the main block), so I'm afraid that if I start changing things, I will affect other parts of the code, so having a good test suite would help. Is this possible? Can a calling script modify variables in another script declared with "my"? And please don't jump in with answers like, "Just re-write the script from scratch", etc. That may be the best solution, but it doesn't answer my question, and we don't have the time/resources for a re-write.

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  • Error "window" is not defined when loading Protovis from javax.script?

    - by Shane
    I am loading Protovis using javax.script: ScriptEngineManager factory = new ScriptEngineManager(); ScriptEngine engine = factory.getEngineByName(scriptEngine); engine.eval(new java.io.FileReader("protovis-d3.1.js")); But I get the following exception: Exception in thread "main" javax.script.ScriptException: sun.org.mozilla.javascr ipt.internal.EcmaError: ReferenceError: "window" is not defined. (<Unknown sourc e>#5033) in <Unknown source> at line number 5033 at com.sun.script.javascript.RhinoScriptEngine.eval(Unknown Source) at javax.script.AbstractScriptEngine.eval(Unknown Source) at RJScript.EvalScript(RJScript.java:20) at RJScript.main(RJScript.java:26) This same script runs from a browser. Do I need to do something so that the "window" is defined?

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  • Allow user to execute a shell script without seeing its contents?

    - by Autopulated
    I'd like to have an hg hook that sends email using a gmail account. Obviously I don't want anyone to be able read the email-sending script except me or root, since it has a password in, so here's what I've tried: -rwsr-xr-x 1 james james 58 Feb 18 12:05 incoming.email.sh -rwx--x--x 1 james james 262 Feb 18 12:04 send-incoming-email.sh where incoming.email.sh is the file executed as the hook: #! /bin/bash /path/to/send-incoming-email.sh However, when I try to run as another user I get the error: /bin/bash: /path/to/send-incoming-email.sh: Permission denied The send-incoming-email.sh file works fine when I run as myself. Is what I'm trying to do possible, or will setuid not propagate to commands executed from a shell script? System is Ubuntu 10.04.2 LTS.

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  • How to enter a bash script at the command line, but not process the script until the entire script h

    - by MHGL
    I am performing some interactive testing using HP's QuickTest Professional and Linux. I am connecting via SSH and feeding the BASH script lines directly into the command line. The problem I'm having is that the script executes as it is entered. I'm attempting to find a way that I can feed the script to the command line, but save execution until the entire script is complete. Anyone have any experience around doing this? I'll admit, it isn't the ideal way to perform this, but it's what I'm faced with at the moment. Any other suggestions are welcome. Thanks!

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  • mac osx script - find mounted disc with name, copy file from desktop to it, when copy complete, unmount disc

    - by Joshc
    Is there some kind of mac script which finds a newly mounted disc drive that has the name 'EXAMPLE', then copies a file/folder to it and safely ejects the disc when copy has finished? I don't mind if the script needs to be executed by a short cut. And will it work if there are multiple drives plugged in? The reason I am asking is becuase i have 5000 usb memory sticks that I need to copy about 20mb worth of data to it. Thanks in advance for any ideas.

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  • Outlook 2007 Script that sends new form email when a message is dragged and dropped into a folder

    - by Mark
    Is it possible to write a script that will allow Outlook to automatically send out a new email to a distribution list when you drag and drop and previously opened email into a specified folder? The rules only let you apply them to received and sent messages. They do not allow you to apply it to anything that is dragged and dropped after being opened. It baffles me that Novell Groupwise had this functionality but Outlook 2007 does not. If someone can assist me in writing a script/macro to provided this functionality, it would be greatly appreciated. Thank you.

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  • How can I logoff and go to stand-by via Win XP script?

    - by Peter
    I am looking for a way to write a script (of any sort) that would both log me off my local Windows account and also immediatedly put the computer to sleep / stand-by. I've found solutions that can do one or the other but not logoff and then sleep all in one script. The SHUTDOWN command doesn't offer this and I can't find any other options either. This is for Win XP, SP3 right now but someday soon I'll want a Windows 7 solution as well. Thanks for any ideas or an explanation as to why this isn't possible. :)

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  • Render rivers in a grid.

    - by Gabriel A. Zorrilla
    I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant algorithm to render them. It's a 2D, square, mapgrid. The cells which the river pases has a simple integer value with this form :rivernumber && pointOrder. Ie: 10, 11, 12, 13, 14, 15, 16...1+N for the first river, 20,21,22,23...2+N for the second, etc. This is created in the map grid generation time and it's executed just once, when the world is generated. I wanted to treat each river as a vector, but there is a problem, if the same river has branches (because i put some noise to generate branches), i can not just connect the points in order. The second alternative is to generate a complex algorithm where analizes each point, checks if the next is not a branch, if so trigger another algorithm that take care of the branch then returns to the main river, etc. Very complex and inelegant. Perhaps there is a solution in the world generation algorithm or in the river rendering algorithm that is commonly used in these cases and i'm not aware of. Any tips? Thanks!!

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