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  • How can I switch memory modules to 1600 Mhz?

    - by Salvador
    Some months ago I bought 4 Memory modules of 4GB DDR3 1600 KINGSTON HYPERX. The official Kingston manual says: *This module has been tested to run at DDR3-1600 at a low latency timing of 9-9-9-27 at 1.65V.The SPD is programmed to JEDEC standard latency DDR3-1333 timing of 9-9-9. I cannot find which is the real speed of my memory modules. I normally get from several tools that the real speed is 1333 Mhz srs@ubuntu:~$ sudo dmidecode -t memory # dmidecode 2.9 SMBIOS 2.6 present. Handle 0x005D, DMI type 16, 15 bytes Physical Memory Array Location: System Board Or Motherboard Use: System Memory Error Correction Type: None Maximum Capacity: 32 GB Error Information Handle: 0x005F Number Of Devices: 4 Handle 0x005C, DMI type 17, 28 bytes Memory Device Array Handle: 0x005D Error Information Handle: 0x0060 Total Width: 64 bits Data Width: 64 bits Size: 4096 MB Form Factor: DIMM Set: None Locator: ChannelA-DIMM0 Bank Locator: BANK 0 Type: <OUT OF SPEC> Type Detail: Synchronous Speed: 1333 MHz (0.8 ns) Manufacturer: Kingston Serial Number: 07288F23 Asset Tag: 9876543210 Part Number: 9905403-439.A00LF How can I switch memory modules to 1600 Mhz?

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  • Is there an appropriate coding style for implementing an algorithm during an interview?

    - by GlenPeterson
    I failed an interview question in C years ago about converting hex to decimal by not exploiting the ASCII table if (inputDigitByte > 9) hex = inputDigitByte - 'a'. The rise of Unicode has made this question pretty silly, but the point was that the interviewer valued raw execution speed above readability and error handling. They tell you to review algorithms textbooks to prepare for these interviews, yet these same textbooks tend to favor the implementation with the fewest lines of code, even if it has to rely on magic numbers (like "infinity") and a slower, more memory-intensive implementation (like a linked list instead of an array) to do that. I don't know what is right. Coding an algorithm within the space of an interview has at least 3 constraints: time to code, elegance/readability, and efficiency of execution. What trade-offs are appropriate for interview code? How much do you follow the textbook definition of an algorithm? Is it better to eliminate recursion, unroll loops, and use arrays for efficiency? Or is it better to use recursion and special values like "infinity" or Integer.MAX_VALUE to reduce the number of lines of code needed to write the algorithm? Interface: Make a very self-contained, bullet-proof interface, or sloppy and fast? On the one extreme, the array to be sorted might be a public static variable. On the other extreme, it might need to be passed to each method, allowing methods to be called individually from different threads for different purposes. Is it appropriate to use a linked-list data structure for items that are traversed in one direction vs. using arrays and doubling the size when the array is full? Implementing a singly-linked list during the interview is often much faster to code and easier remember for recursive algorithms like MergeSort. Thread safety - just document that it's unsafe, or say so verbally? How much should the interviewee be looking for opportunities for parallel processing? Is bit shifting appropriate? x / 2 or x >> 1 Polymorphism, type safety, and generics? Comments? Variable and method names: qs(a, p, q, r) vs: quickSort(theArray, minIdx, partIdx, maxIdx) How much should you use existing APIs? Obviously you can't use a java.util.HashMap to implement a hash-table, but what about using a java.util.List to accumulate your sorted results? Are there any guiding principals that would answer these and other questions, or is the guiding principal to ask the interviewer? Or maybe this should be the basis of a discussion while writing the code? If an interviewer can't or won't answer one of these questions, are there any tips for coaxing the information out of them?

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  • Hide admin menu if no admin option is available

    - by Jorge
    If you have a menu "Admin tasks" and different admin tasks (like 10) that you could separately assign to each user, but there are users who don't have any admin tasks, how would you deal with "Hiding admin menu" for those users? I was thinking of 3 ways: 1) Javascript, check if Admin menu is empty and then hide it. 2) Check for all permissions in Admin menu, with a counter, and show it if counter 0. And then also re-check the permissions for each item to show. 3) Save all permissions in associative array. Test all and assign ' true' to granted items. When building the menu, have a function that tests if there is at least one permission granted. I wouldn't need to re-check permissions against DB, just against the array for each item. Is there any better way?

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  • Creating a thematic map

    - by jsharma
    This post describes how to create a simple thematic map, just a state population layer, with no underlying map tile layer. The map shows states color-coded by total population. The map is interactive with info-windows and can be panned and zoomed. The sample code demonstrates the following: Displaying an interactive vector layer with no background map tile layer (i.e. purpose and use of the Universe object) Using a dynamic (i.e. defined via the javascript client API) color bucket style Dynamically changing a layer's rendering style Specifying which attribute value to use in determining the bucket, and hence style, for a feature (FoI) The result is shown in the screenshot below. The states layer was defined, and stored in the user_sdo_themes view of the mvdemo schema, using MapBuilder. The underlying table is defined as SQL> desc states_32775  Name                                      Null?    Type ----------------------------------------- -------- ----------------------------  STATE                                              VARCHAR2(26)  STATE_ABRV                                         VARCHAR2(2) FIPSST                                             VARCHAR2(2) TOTPOP                                             NUMBER PCTSMPLD                                           NUMBER LANDSQMI                                           NUMBER POPPSQMI                                           NUMBER ... MEDHHINC NUMBER AVGHHINC NUMBER GEOM32775 MDSYS.SDO_GEOMETRY We'll use the TOTPOP column value in the advanced (color bucket) style for rendering the states layers. The predefined theme (US_STATES_BI) is defined as follows. SQL> select styling_rules from user_sdo_themes where name='US_STATES_BI'; STYLING_RULES -------------------------------------------------------------------------------- <?xml version="1.0" standalone="yes"?> <styling_rules highlight_style="C.CB_QUAL_8_CLASS_DARK2_1"> <hidden_info> <field column="STATE" name="Name"/> <field column="POPPSQMI" name="POPPSQMI"/> <field column="TOTPOP" name="TOTPOP"/> </hidden_info> <rule column="TOTPOP"> <features style="states_totpop"> </features> <label column="STATE_ABRV" style="T.BLUE_SERIF_10"> 1 </label> </rule> </styling_rules> SQL> The theme definition specifies that the state, poppsqmi, totpop, state_abrv, and geom columns will be queried from the states_32775 table. The state_abrv value will be used to label the state while the totpop value will be used to determine the color-fill from those defined in the states_totpop advanced style. The states_totpop style, which we will not use in our demo, is defined as shown below. SQL> select definition from user_sdo_styles where name='STATES_TOTPOP'; DEFINITION -------------------------------------------------------------------------------- <?xml version="1.0" ?> <AdvancedStyle> <BucketStyle> <Buckets default_style="C.S02_COUNTRY_AREA"> <RangedBucket seq="0" label="10K - 5M" low="10000" high="5000000" style="C.SEQ6_01" /> <RangedBucket seq="1" label="5M - 12M" low="5000001" high="1.2E7" style="C.SEQ6_02" /> <RangedBucket seq="2" label="12M - 20M" low="1.2000001E7" high="2.0E7" style="C.SEQ6_04" /> <RangedBucket seq="3" label="&gt; 20M" low="2.0000001E7" high="5.0E7" style="C.SEQ6_05" /> </Buckets> </BucketStyle> </AdvancedStyle> SQL> The demo defines additional advanced styles via the OM.style object and methods and uses those instead when rendering the states layer.   Now let's look at relevant snippets of code that defines the map extent and zoom levels (i.e. the OM.universe),  loads the states predefined vector layer (OM.layer), and sets up the advanced (color bucket) style. Defining the map extent and zoom levels. function initMap() {   //alert("Initialize map view");     // define the map extent and number of zoom levels.   // The Universe object is similar to the map tile layer configuration   // It defines the map extent, number of zoom levels, and spatial reference system   // well-known ones (like web mercator/google/bing or maps.oracle/elocation are predefined   // The Universe must be defined when there is no underlying map tile layer.   // When there is a map tile layer then that defines the map extent, srid, and zoom levels.      var uni= new OM.universe.Universe(     {         srid : 32775,         bounds : new OM.geometry.Rectangle(                         -3280000, 170000, 2300000, 3200000, 32775),         numberOfZoomLevels: 8     }); The srid specifies the spatial reference system which is Equal-Area Projection (United States). SQL> select cs_name from cs_srs where srid=32775 ; CS_NAME --------------------------------------------------- Equal-Area Projection (United States) The bounds defines the map extent. It is a Rectangle defined using the lower-left and upper-right coordinates and srid. Loading and displaying the states layer This is done in the states() function. The full code is at the end of this post, however here's the snippet which defines the states VectorLayer.     // States is a predefined layer in user_sdo_themes     var  layer2 = new OM.layer.VectorLayer("vLayer2",     {         def:         {             type:OM.layer.VectorLayer.TYPE_PREDEFINED,             dataSource:"mvdemo",             theme:"us_states_bi",             url: baseURL,             loadOnDemand: false         },         boundingTheme:true      }); The first parameter is a layer name, the second is an object literal for a layer config. The config object has two attributes: the first is the layer definition, the second specifies whether the layer is a bounding one (i.e. used to determine the current map zoom and center such that the whole layer is displayed within the map window) or not. The layer config has the following attributes: type - specifies whether is a predefined one, a defined via a SQL query (JDBC), or in a json-format file (DATAPACK) theme - is the predefined theme's name url - is the location of the mapviewer server loadOnDemand - specifies whether to load all the features or just those that lie within the current map window and load additional ones as needed on a pan or zoom The code snippet below dynamically defines an advanced style and then uses it, instead of the 'states_totpop' style, when rendering the states layer. // override predefined rendering style with programmatic one    var theRenderingStyle =      createBucketColorStyle('YlBr5', colorSeries, 'States5', true);   // specify which attribute is used in determining the bucket (i.e. color) to use for the state   // It can be an array because the style could be a chart type (pie/bar)   // which requires multiple attribute columns     // Use the STATE.TOTPOP column (aka attribute) value here    layer2.setRenderingStyle(theRenderingStyle, ["TOTPOP"]); The style itself is defined in the createBucketColorStyle() function. Dynamically defining an advanced style The advanced style used here is a bucket color style, i.e. a color style is associated with each bucket. So first we define the colors and then the buckets.     numClasses = colorSeries[colorName].classes;    // create Color Styles    for (var i=0; i < numClasses; i++)    {         theStyles[i] = new OM.style.Color(                      {fill: colorSeries[colorName].fill[i],                        stroke:colorSeries[colorName].stroke[i],                       strokeOpacity: useGradient? 0.25 : 1                      });    }; numClasses is the number of buckets. The colorSeries array contains the color fill and stroke definitions and is: var colorSeries = { //multi-hue color scheme #10 YlBl. "YlBl3": {   classes:3,                  fill: [0xEDF8B1, 0x7FCDBB, 0x2C7FB8],                  stroke:[0xB5DF9F, 0x72B8A8, 0x2872A6]   }, "YlBl5": {   classes:5,                  fill:[0xFFFFCC, 0xA1DAB4, 0x41B6C4, 0x2C7FB8, 0x253494],                  stroke:[0xE6E6B8, 0x91BCA2, 0x3AA4B0, 0x2872A6, 0x212F85]   }, //multi-hue color scheme #11 YlBr.  "YlBr3": {classes:3,                  fill:[0xFFF7BC, 0xFEC44F, 0xD95F0E],                  stroke:[0xE6DEA9, 0xE5B047, 0xC5360D]   }, "YlBr5": {classes:5,                  fill:[0xFFFFD4, 0xFED98E, 0xFE9929, 0xD95F0E, 0x993404],                  stroke:[0xE6E6BF, 0xE5C380, 0xE58A25, 0xC35663, 0x8A2F04]     }, etc. Next we create the bucket style.    bucketStyleDef = {       numClasses : colorSeries[colorName].classes, //      classification: 'custom',  //since we are supplying all the buckets //      buckets: theBuckets,       classification: 'logarithmic',  // use a logarithmic scale       styles: theStyles,       gradient:  useGradient? 'linear' : 'off' //      gradient:  useGradient? 'radial' : 'off'     };    theBucketStyle = new OM.style.BucketStyle(bucketStyleDef);    return theBucketStyle; A BucketStyle constructor takes a style definition as input. The style definition specifies the number of buckets (numClasses), a classification scheme (which can be equal-ranged, logarithmic scale, or custom), the styles for each bucket, whether to use a gradient effect, and optionally the buckets (required when using a custom classification scheme). The full source for the demo <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>Oracle Maps V2 Thematic Map Demo</title> <script src="http://localhost:8080/mapviewer/jslib/v2/oraclemapsv2.js" type="text/javascript"> </script> <script type="text/javascript"> //var $j = jQuery.noConflict(); var baseURL="http://localhost:8080/mapviewer"; // location of mapviewer OM.gv.proxyEnabled =false; // no mvproxy needed OM.gv.setResourcePath(baseURL+"/jslib/v2/images/"); // location of resources for UI elements like nav panel buttons var map = null; // the client mapviewer object var statesLayer = null, stateCountyLayer = null; // The vector layers for states and counties in a state var layerName="States"; // initial map center and zoom var mapCenterLon = -20000; var mapCenterLat = 1750000; var mapZoom = 2; var mpoint = new OM.geometry.Point(mapCenterLon,mapCenterLat,32775); var currentPalette = null, currentStyle=null; // set an onchange listener for the color palette select list // initialize the map // load and display the states layer $(document).ready( function() { $("#demo-htmlselect").change(function() { var theColorScheme = $(this).val(); useSelectedColorScheme(theColorScheme); }); initMap(); states(); } ); /** * color series from ColorBrewer site (http://colorbrewer2.org/). */ var colorSeries = { //multi-hue color scheme #10 YlBl. "YlBl3": { classes:3, fill: [0xEDF8B1, 0x7FCDBB, 0x2C7FB8], stroke:[0xB5DF9F, 0x72B8A8, 0x2872A6] }, "YlBl5": { classes:5, fill:[0xFFFFCC, 0xA1DAB4, 0x41B6C4, 0x2C7FB8, 0x253494], stroke:[0xE6E6B8, 0x91BCA2, 0x3AA4B0, 0x2872A6, 0x212F85] }, //multi-hue color scheme #11 YlBr. "YlBr3": {classes:3, fill:[0xFFF7BC, 0xFEC44F, 0xD95F0E], stroke:[0xE6DEA9, 0xE5B047, 0xC5360D] }, "YlBr5": {classes:5, fill:[0xFFFFD4, 0xFED98E, 0xFE9929, 0xD95F0E, 0x993404], stroke:[0xE6E6BF, 0xE5C380, 0xE58A25, 0xC35663, 0x8A2F04] }, // single-hue color schemes (blues, greens, greys, oranges, reds, purples) "Purples5": {classes:5, fill:[0xf2f0f7, 0xcbc9e2, 0x9e9ac8, 0x756bb1, 0x54278f], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Blues5": {classes:5, fill:[0xEFF3FF, 0xbdd7e7, 0x68aed6, 0x3182bd, 0x18519C], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Greens5": {classes:5, fill:[0xedf8e9, 0xbae4b3, 0x74c476, 0x31a354, 0x116d2c], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Greys5": {classes:5, fill:[0xf7f7f7, 0xcccccc, 0x969696, 0x636363, 0x454545], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Oranges5": {classes:5, fill:[0xfeedde, 0xfdb385, 0xfd8d3c, 0xe6550d, 0xa63603], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] }, "Reds5": {classes:5, fill:[0xfee5d9, 0xfcae91, 0xfb6a4a, 0xde2d26, 0xa50f15], stroke:[0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3, 0xd3d3d3] } }; function createBucketColorStyle( colorName, colorSeries, rangeName, useGradient) { var theBucketStyle; var bucketStyleDef; var theStyles = []; var theColors = []; var aBucket, aStyle, aColor, aRange; var numClasses ; numClasses = colorSeries[colorName].classes; // create Color Styles for (var i=0; i < numClasses; i++) { theStyles[i] = new OM.style.Color( {fill: colorSeries[colorName].fill[i], stroke:colorSeries[colorName].stroke[i], strokeOpacity: useGradient? 0.25 : 1 }); }; bucketStyleDef = { numClasses : colorSeries[colorName].classes, // classification: 'custom', //since we are supplying all the buckets // buckets: theBuckets, classification: 'logarithmic', // use a logarithmic scale styles: theStyles, gradient: useGradient? 'linear' : 'off' // gradient: useGradient? 'radial' : 'off' }; theBucketStyle = new OM.style.BucketStyle(bucketStyleDef); return theBucketStyle; } function initMap() { //alert("Initialize map view"); // define the map extent and number of zoom levels. // The Universe object is similar to the map tile layer configuration // It defines the map extent, number of zoom levels, and spatial reference system // well-known ones (like web mercator/google/bing or maps.oracle/elocation are predefined // The Universe must be defined when there is no underlying map tile layer. // When there is a map tile layer then that defines the map extent, srid, and zoom levels. var uni= new OM.universe.Universe( { srid : 32775, bounds : new OM.geometry.Rectangle( -3280000, 170000, 2300000, 3200000, 32775), numberOfZoomLevels: 8 }); map = new OM.Map( document.getElementById('map'), { mapviewerURL: baseURL, universe:uni }) ; var navigationPanelBar = new OM.control.NavigationPanelBar(); map.addMapDecoration(navigationPanelBar); } // end initMap function states() { //alert("Load and display states"); layerName = "States"; if(statesLayer) { // states were already visible but the style may have changed // so set the style to the currently selected one var theData = $('#demo-htmlselect').val(); setStyle(theData); } else { // States is a predefined layer in user_sdo_themes var layer2 = new OM.layer.VectorLayer("vLayer2", { def: { type:OM.layer.VectorLayer.TYPE_PREDEFINED, dataSource:"mvdemo", theme:"us_states_bi", url: baseURL, loadOnDemand: false }, boundingTheme:true }); // add drop shadow effect and hover style var shadowFilter = new OM.visualfilter.DropShadow({opacity:0.5, color:"#000000", offset:6, radius:10}); var hoverStyle = new OM.style.Color( {stroke:"#838383", strokeThickness:2}); layer2.setHoverStyle(hoverStyle); layer2.setHoverVisualFilter(shadowFilter); layer2.enableFeatureHover(true); layer2.enableFeatureSelection(false); layer2.setLabelsVisible(true); // override predefined rendering style with programmatic one var theRenderingStyle = createBucketColorStyle('YlBr5', colorSeries, 'States5', true); // specify which attribute is used in determining the bucket (i.e. color) to use for the state // It can be an array because the style could be a chart type (pie/bar) // which requires multiple attribute columns // Use the STATE.TOTPOP column (aka attribute) value here layer2.setRenderingStyle(theRenderingStyle, ["TOTPOP"]); currentPalette = "YlBr5"; var stLayerIdx = map.addLayer(layer2); //alert('State Layer Idx = ' + stLayerIdx); map.setMapCenter(mpoint); map.setMapZoomLevel(mapZoom) ; // display the map map.init() ; statesLayer=layer2; // add rt-click event listener to show counties for the state layer2.addListener(OM.event.MouseEvent.MOUSE_RIGHT_CLICK,stateRtClick); } // end if } // end states function setStyle(styleName) { // alert("Selected Style = " + styleName); // there may be a counties layer also displayed. // that wll have different bucket ranges so create // one style for states and one for counties var newRenderingStyle = null; if (layerName === "States") { if(/3/.test(styleName)) { newRenderingStyle = createBucketColorStyle(styleName, colorSeries, 'States3', false); currentStyle = createBucketColorStyle(styleName, colorSeries, 'Counties3', false); } else { newRenderingStyle = createBucketColorStyle(styleName, colorSeries, 'States5', false); currentStyle = createBucketColorStyle(styleName, colorSeries, 'Counties5', false); } statesLayer.setRenderingStyle(newRenderingStyle, ["TOTPOP"]); if (stateCountyLayer) stateCountyLayer.setRenderingStyle(currentStyle, ["TOTPOP"]); } } // end setStyle function stateRtClick(evt){ var foi = evt.feature; //alert('Rt-Click on State: ' + foi.attributes['_label_'] + // ' with pop ' + foi.attributes['TOTPOP']); // display another layer with counties info // layer may change on each rt-click so create and add each time. var countyByState = null ; // the _label_ attribute of a feature in this case is the state abbreviation // we will use that to query and get the counties for a state var sqlText = "select totpop,geom32775 from counties_32775_moved where state_abrv="+ "'"+foi.getAttributeValue('_label_')+"'"; // alert(sqlText); if (currentStyle === null) currentStyle = createBucketColorStyle('YlBr5', colorSeries, 'Counties5', false); /* try a simple style instead new OM.style.ColorStyle( { stroke: "#B8F4FF", fill: "#18E5F4", fillOpacity:0 } ); */ // remove existing layer if any if(stateCountyLayer) map.removeLayer(stateCountyLayer); countyByState = new OM.layer.VectorLayer("stCountyLayer", {def:{type:OM.layer.VectorLayer.TYPE_JDBC, dataSource:"mvdemo", sql:sqlText, url:baseURL}}); // url:baseURL}, // renderingStyle:currentStyle}); countyByState.setVisible(true); // specify which attribute is used in determining the bucket (i.e. color) to use for the state countyByState.setRenderingStyle(currentStyle, ["TOTPOP"]); var ctLayerIdx = map.addLayer(countyByState); // alert('County Layer Idx = ' + ctLayerIdx); //map.addLayer(countyByState); stateCountyLayer = countyByState; } // end stateRtClick function useSelectedColorScheme(theColorScheme) { if(map) { // code to update renderStyle goes here //alert('will try to change render style'); setStyle(theColorScheme); } else { // do nothing } } </script> </head> <body bgcolor="#b4c5cc" style="height:100%;font-family:Arial,Helvetica,Verdana"> <h3 align="center">State population thematic map </h3> <div id="demo" style="position:absolute; left:68%; top:44px; width:28%; height:100%"> <HR/> <p/> Choose Color Scheme: <select id="demo-htmlselect"> <option value="YlBl3"> YellowBlue3</option> <option value="YlBr3"> YellowBrown3</option> <option value="YlBl5"> YellowBlue5</option> <option value="YlBr5" selected="selected"> YellowBrown5</option> <option value="Blues5"> Blues</option> <option value="Greens5"> Greens</option> <option value="Greys5"> Greys</option> <option value="Oranges5"> Oranges</option> <option value="Purples5"> Purples</option> <option value="Reds5"> Reds</option> </select> <p/> </div> <div id="map" style="position:absolute; left:10px; top:50px; width:65%; height:75%; background-color:#778f99"></div> <div style="position:absolute;top:85%; left:10px;width:98%" class="noprint"> <HR/> <p> Note: This demo uses HTML5 Canvas and requires IE9+, Firefox 10+, or Chrome. No map will show up in IE8 or earlier. </p> </div> </body> </html>

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • Localization in php, best practice or approach?

    - by sree
    I am Localizing my php application. I have a dilemma on choosing best method to accomplish the same. Method 1: Currently am storing words to be localized in an array in a php file <?php $values = array ( 'welcome' => 'bienvenida' ); ?> I am using a function to extract and return each word according to requirement Method 2: Should I use a txt file that stores string of the same? <?php $welcome = 'bienvenida'; ?> My question is which is a better method, in terms of speed and effort to develop the same and why? Edit: I would like to know which method out of two is faster in responding and why would that be? also, any improvement on the above code would be appreciated!!

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  • Ouya / Android : button mapping bitwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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  • Which of these algorithms is best for my goal?

    - by JonathonG
    I have created a program that restricts the mouse to a certain region based on a black/white bitmap. The program is 100% functional as-is, but uses an inaccurate, albeit fast, algorithm for repositioning the mouse when it strays outside the area. Currently, when the mouse moves outside the area, basically what happens is this: A line is drawn between a pre-defined static point inside the region and the mouse's new position. The point where that line intersects the edge of the allowed area is found. The mouse is moved to that point. This works, but only works perfectly for a perfect circle with the pre-defined point set in the exact center. Unfortunately, this will never be the case. The application will be used with a variety of rectangles and irregular, amorphous shapes. On such shapes, the point where the line drawn intersects the edge will usually not be the closest point on the shape to the mouse. I need to create a new algorithm that finds the closest point to the mouse's new position on the edge of the allowed area. I have several ideas about this, but I am not sure of their validity, in that they may have far too much overhead. While I am not asking for code, it might help to know that I am using Objective C / Cocoa, developing for OS X, as I feel the language being used might affect the efficiency of potential methods. My ideas are: Using a bit of trigonometry to project lines would work, but that would require some kind of intense algorithm to test every point on every line until it found the edge of the region... That seems too resource intensive since there could be something like 200 lines that would have each have to have as many as 200 pixels checked for black/white.... Using something like an A* pathing algorithm to find the shortest path to a black pixel; however, A* seems resource intensive, even though I could probably restrict it to only checking roughly in one direction. It also seems like it will take more time and effort than I have available to spend on this small portion of the much larger project I am working on, correct me if I am wrong and it would not be a significant amount of code (100 lines or around there). Mapping the border of the region before the application begins running the event tap loop. I think I could accomplish this by using my current line-based algorithm to find an edge point and then initiating an algorithm that checks all 8 pixels around that pixel, finds the next border pixel in one direction, and continues to do this until it comes back to the starting pixel. I could then store that data in an array to be used for the entire duration of the program, and have the mouse re-positioning method check the array for the closest pixel on the border to the mouse target position. That last method would presumably execute it's initial border mapping fairly quickly. (It would only have to map between 2,000 and 8,000 pixels, which means 8,000 to 64,000 checked, and I could even permanently store the data to make launching faster.) However, I am uncertain as to how much overhead it would take to scan through that array for the shortest distance for every single mouse move event... I suppose there could be a shortcut to restrict the number of elements in the array that will be checked to a variable number starting with the intersecting point on the line (from my original algorithm), and raise/lower that number to experiment with the overhead/accuracy tradeoff. Please let me know if I am over thinking this and there is an easier way that will work just fine, or which of these methods would be able to execute something like 30 times per second to keep mouse movement smooth, or if you have a better/faster method. I've posted relevant parts of my code below for reference, and included an example of what the area might look like. (I check for color value against a loaded bitmap that is black/white.) // // This part of my code runs every single time the mouse moves. // CGPoint point = CGEventGetLocation(event); float tX = point.x; float tY = point.y; if( is_in_area(tX,tY, mouse_mask)){ // target is inside O.K. area, do nothing }else{ CGPoint target; //point inside restricted region: float iX = 600; // inside x float iY = 500; // inside y // delta to midpoint between iX,iY and tX,tY float dX; float dY; float accuracy = .5; //accuracy to loop until reached do { dX = (tX-iX)/2; dY = (tY-iY)/2; if(is_in_area((tX-dX),(tY-dY),mouse_mask)){ iX += dX; iY += dY; } else { tX -= dX; tY -= dY; } } while (abs(dX)>accuracy || abs(dY)>accuracy); target = CGPointMake(roundf(tX), roundf(tY)); CGDisplayMoveCursorToPoint(CGMainDisplayID(),target); } Here is "is_in_area(int x, int y)" : bool is_in_area(NSInteger x, NSInteger y, NSBitmapImageRep *mouse_mask){ NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSUInteger pixel[4]; [mouse_mask getPixel:pixel atX:x y:y]; if(pixel[0]!= 0){ [pool release]; return false; } [pool release]; return true; }

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  • Model View Control Issue: Null Pointer Initialization Question

    - by David Dimalanta
    Good morning again. This is David. Please, I need an urgent help regarding control model view where I making a code that uniquely separating into groups: An Activity Java Class to Display the Interface A View and Function Java Class for Drawing Cards and Display it on the Activity Class The problem is that the result returns a Null Pointer Exception. I have initialize for the ID for Text View and Image View. Under this class "draw_deck.java". Please help me. Here's my code for draw_deck.java: package com.bodapps.inbetween.model; import android.content.Context; import android.view.View; import android.widget.ImageView; import android.widget.TextView; import com.bodapps.inbetween.R; public class draw_deck extends View { public TextView count_label; public ImageView draw_card; private int count; public draw_deck(Context context) { super(context); // TODO Auto-generated constructor stub //I have initialized two widgets for ID. I still don't get it why I got forced closed by Null Pointer Exception thing. draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); } public void draw(int s, int c, String strSuit, String strValue, Pile pile, Context context) { //super(context); //Just printing the card drawn from pile int suit, value = 1; draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); Card card; if(!pile.isEmpty()) //Setting it to IF statement displays the card one by one. { card = pile.drawFromPile(); //Need to check first if card is null. if (card != null) { //draws an extra if (card != null) { //Get suit of card to print out. suit = card.getSuit(); switch (suit) { case CardInfo.DIAMOND: strSuit = "DIAMOND"; s=0; break; case CardInfo.HEART: strSuit = "HEART"; s=1; break; case CardInfo.SPADE: strSuit = "SPADE"; s=2; break; case CardInfo.CLUB: strSuit = "CLUB"; s=3; break; } //Get value of card to print out. value = card.getValue(); switch (value) { case CardInfo.ACE: strValue = "ACE"; c=0; break; case CardInfo.TWO: c=1; break; case CardInfo.THREE: strValue = "THREE"; c=2; break; case CardInfo.FOUR: strValue = "FOUR"; c=3; break; case CardInfo.FIVE: strValue = "FIVE"; c=4; break; case CardInfo.SIX: strValue = "SIX"; c=4; break; case CardInfo.SEVEN: strValue = "SEVEN"; c=4; break; case CardInfo.EIGHT: strValue = "EIGHT"; c=4; break; case CardInfo.NINE: strValue = "NINE"; c=4; break; case CardInfo.TEN: strValue = "TEN"; c=4; break; case CardInfo.JACK: strValue = "JACK"; c=4; break; case CardInfo.QUEEN: strValue = "QUEEN"; c=4; break; case CardInfo.KING: strValue = "KING"; c=4; break; } } } }// //Below two lines of code, this is where issued the Null Pointer Exception. draw_card.setImageResource(deck[s][c]); count_label.setText(new StringBuilder(strValue).append(" of ").append(strSuit).append(String.valueOf(" " + count++)).toString()); } //Choice of Suits in a Deck public Integer[][] deck = { //Array Group 1 is [0][0] (No. of Cards: 4 - DIAMOND) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 2 is [1][0] (No. of Cards: 4 - HEART) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 3 is [2][0] (No. of Cards: 4 - SPADE) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 4 is [3][0] (No. of Cards: 4 - CLUB) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, }; } And this one of the activity class, Player_Mode_2.java: package com.bodapps.inbetween; import java.util.Random; import android.app.Activity; import android.app.Dialog; import android.content.Context; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.ImageView; import android.widget.TextView; import android.widget.Toast; import com.bodapps.inbetween.model.Card; import com.bodapps.inbetween.model.Pile; import com.bodapps.inbetween.model.draw_deck; /* * * Public class for Two-Player mode. * */ public class Player_Mode_2 extends Activity { //Image Views private ImageView draw_card; private ImageView player_1; private ImageView player_2; private ImageView icon; //Buttons private Button set_deck; //Edit Texts private EditText enter_no_of_decks; //text Views private TextView count_label; //Integer Data Types private int no_of_cards, count; private int card_multiplier; //Contexts final Context context = this; //Pile Model public Pile pile; //Card Model public Card card; //create View @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.play_2_player_mode); //-----[ Search for Views ]----- //Initialize for Image View draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); player_1 = (ImageView) findViewById(R.id.IV_Player_1_Card); player_2 = (ImageView) findViewById(R.id.IV_Player_2_Card); //Initialize for Text view or Label count_label = (TextView) findViewById(R.id.Text_View_Count_Card); //-----[ Adding Values ]----- //Integer Values count = 0; no_of_cards = 0; //-----[ Adding Dialog ]----- //Initializing Dialog final Dialog deck_dialog = new Dialog(context); deck_dialog.setContentView(R.layout.dialog); deck_dialog.setTitle("Deck Dialog"); //-----[ Initializing Views for Dialog's Contents ]----- //Initialize for Edit Text enter_no_of_decks = (EditText) deck_dialog.findViewById(R.id.Edit_Text_Set_Number_of_Decks); //Initialize for Button set_deck = (Button) deck_dialog.findViewById(R.id.Button_Deck); //-----[ Setting onClickListener() ]----- //Set Event Listener for Image view draw_card.setOnClickListener(new Draw_Card_Model()); //Set Event Listener for Setting the Deck set_deck.setOnClickListener(new OnClickListener() { public void onClick(View v) { if(card_multiplier <= 8) { //Use "Integer.parseInt()" method to instantly convert from String to int value. card_multiplier = Integer.parseInt(enter_no_of_decks.getText().toString()); //Shuffling cards... pile = new Pile(card_multiplier); //Multiply no. of decks //Dismiss or close the dialog. deck_dialog.dismiss(); } else { Toast.makeText(getApplicationContext(), "Please choose a number from 1 to 8.", Toast.LENGTH_SHORT).show(); } } }); //Show dialog. deck_dialog.show(); } //Shuffling the Array public void Shuffle_Cards(Integer[][] Shuffle_Deck) { Random random = new Random(); for(int i = Shuffle_Deck[no_of_cards].length - 1; i >=0; i--) { int Index = random.nextInt(i + 1); //Simple Swapping Integer swap = Shuffle_Deck[card_multiplier-1][Index]; Shuffle_Deck[card_multiplier-1][Index] = Shuffle_Deck[card_multiplier-1][i]; Shuffle_Deck[card_multiplier-1][i] = swap; } } //Private Class for Random Card Draw private class Draw_Card_Model implements OnClickListener { public void onClick(View v) { //Just printing the card drawn from pile int suit = 0, value = 0; String strSuit = "", strValue = ""; draw_deck draw = new draw_deck(context); //This line is where issued the Null Pointer Exception. if (count == card_multiplier*52) { // A message shows up when all cards are draw out. Toast.makeText(getApplicationContext(), "All cards have been used up.", Toast.LENGTH_SHORT).show(); draw_card.setEnabled(false); } else { draw.draw(suit, value, strSuit, strValue, pile, context); count_label.setText(count); //This is where I got force closed error, although "int count" have initialized the number. This was supposed to accept in the setText() method. count++; } } } } Take note that the issues on Null Pointer Exception is the Image View and the Edit Text. I got to test it. Thanks. If you have any info about my question, let me know it frankly.

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  • Ubuntu 12.10 "fakeRAID" RAID0 installation

    - by João André
    I have 2 80 Gb HDD's with a RAID 0 motherboard configuration (Intel Z77, fakeRAID) with a 100 Gb partition running Windows 7 and a 60 Gb partition where I would like to install Ubuntu 12.10. However, even though the installer seems to correctly detect the RAID 0 array, GRUB2 is not installed and the computer boots into Windows normally. The same thing does not happen when installing Fedora 17. The installer (Anaconda) also detects the disk array, but GRUB2 installation is successful. What exactly are the differences between Ubiquity and Anaconda? And is there a way to correctly install GRUB2 in a fakeRAID system, since there are no alternative Ubuntu CDs?

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  • How do I get the child of a unique parent in ActionScript?

    - by Koen
    My question is about targeting a child with a unique parent. For example. Let's say I have a box people can move called box_mc and 3 platforms it can jump on called: Platform_1 Platform_2 Platform_3 All of these platforms have a child element called hit. Platform_1 Hit Platform_2 Hit Platform_3 Hit I use an array and a for each statement to detect if box_mc hits one of the platforms childs. var obj_arr:Array = [Platform_1, Platform_2, Platform_3]; for each(obj in obj_arr){ if(box_mc.hitTestObject(obj.hit)){ trace(obj + " " + obj.hit); box_mc.y = obj.hit.y - box_mc.height; } } obj seems to output the unique parent it is hitting but obj.hit ouputs hit, so my theory is that it is applying the change of y to all the childs called hit in the stage. Would it be possible to only detect the child of that specific parent?

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  • Model View Control Issue: Null Pointer Initialization Question [closed]

    - by David Dimalanta
    Good morning again. This is David. Please, I need an urgent help regarding control model view where I making a code that uniquely separating into groups: An Activity Java Class to Display the Interface A View and Function Java Class for Drawing Cards and Display it on the Activity Class The problem is that the result returns a Null Pointer Exception. I have initialize for the ID for Text View and Image View. Under this class "draw_deck.java". Please help me. Here's my code for draw_deck.java: package com.bodapps.inbetween.model; import android.content.Context; import android.view.View; import android.widget.ImageView; import android.widget.TextView; import com.bodapps.inbetween.R; public class draw_deck extends View { public TextView count_label; public ImageView draw_card; private int count; public draw_deck(Context context) { super(context); // TODO Auto-generated constructor stub //I have initialized two widgets for ID. I still don't get it why I got forced closed by Null Pointer Exception thing. draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); } public void draw(int s, int c, String strSuit, String strValue, Pile pile, Context context) { //super(context); //Just printing the card drawn from pile int suit, value = 1; draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); Card card; if(!pile.isEmpty()) //Setting it to IF statement displays the card one by one. { card = pile.drawFromPile(); //Need to check first if card is null. if (card != null) { //draws an extra if (card != null) { //Get suit of card to print out. suit = card.getSuit(); switch (suit) { case CardInfo.DIAMOND: strSuit = "DIAMOND"; s=0; break; case CardInfo.HEART: strSuit = "HEART"; s=1; break; case CardInfo.SPADE: strSuit = "SPADE"; s=2; break; case CardInfo.CLUB: strSuit = "CLUB"; s=3; break; } //Get value of card to print out. value = card.getValue(); switch (value) { case CardInfo.ACE: strValue = "ACE"; c=0; break; case CardInfo.TWO: c=1; break; case CardInfo.THREE: strValue = "THREE"; c=2; break; case CardInfo.FOUR: strValue = "FOUR"; c=3; break; case CardInfo.FIVE: strValue = "FIVE"; c=4; break; case CardInfo.SIX: strValue = "SIX"; c=4; break; case CardInfo.SEVEN: strValue = "SEVEN"; c=4; break; case CardInfo.EIGHT: strValue = "EIGHT"; c=4; break; case CardInfo.NINE: strValue = "NINE"; c=4; break; case CardInfo.TEN: strValue = "TEN"; c=4; break; case CardInfo.JACK: strValue = "JACK"; c=4; break; case CardInfo.QUEEN: strValue = "QUEEN"; c=4; break; case CardInfo.KING: strValue = "KING"; c=4; break; } } } }// //Below two lines of code, this is where issued the Null Pointer Exception. draw_card.setImageResource(deck[s][c]); count_label.setText(new StringBuilder(strValue).append(" of ").append(strSuit).append(String.valueOf(" " + count++)).toString()); } //Choice of Suits in a Deck public Integer[][] deck = { //Array Group 1 is [0][0] (No. of Cards: 4 - DIAMOND) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 2 is [1][0] (No. of Cards: 4 - HEART) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 3 is [2][0] (No. of Cards: 4 - SPADE) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 4 is [3][0] (No. of Cards: 4 - CLUB) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, }; } And this one of the activity class, Player_Mode_2.java: package com.bodapps.inbetween; import java.util.Random; import android.app.Activity; import android.app.Dialog; import android.content.Context; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.ImageView; import android.widget.TextView; import android.widget.Toast; import com.bodapps.inbetween.model.Card; import com.bodapps.inbetween.model.Pile; import com.bodapps.inbetween.model.draw_deck; /* * * Public class for Two-Player mode. * */ public class Player_Mode_2 extends Activity { //Image Views private ImageView draw_card; private ImageView player_1; private ImageView player_2; private ImageView icon; //Buttons private Button set_deck; //Edit Texts private EditText enter_no_of_decks; //text Views private TextView count_label; //Integer Data Types private int no_of_cards, count; private int card_multiplier; //Contexts final Context context = this; //Pile Model public Pile pile; //Card Model public Card card; //create View @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.play_2_player_mode); //-----[ Search for Views ]----- //Initialize for Image View draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); player_1 = (ImageView) findViewById(R.id.IV_Player_1_Card); player_2 = (ImageView) findViewById(R.id.IV_Player_2_Card); //Initialize for Text view or Label count_label = (TextView) findViewById(R.id.Text_View_Count_Card); //-----[ Adding Values ]----- //Integer Values count = 0; no_of_cards = 0; //-----[ Adding Dialog ]----- //Initializing Dialog final Dialog deck_dialog = new Dialog(context); deck_dialog.setContentView(R.layout.dialog); deck_dialog.setTitle("Deck Dialog"); //-----[ Initializing Views for Dialog's Contents ]----- //Initialize for Edit Text enter_no_of_decks = (EditText) deck_dialog.findViewById(R.id.Edit_Text_Set_Number_of_Decks); //Initialize for Button set_deck = (Button) deck_dialog.findViewById(R.id.Button_Deck); //-----[ Setting onClickListener() ]----- //Set Event Listener for Image view draw_card.setOnClickListener(new Draw_Card_Model()); //Set Event Listener for Setting the Deck set_deck.setOnClickListener(new OnClickListener() { public void onClick(View v) { if(card_multiplier <= 8) { //Use "Integer.parseInt()" method to instantly convert from String to int value. card_multiplier = Integer.parseInt(enter_no_of_decks.getText().toString()); //Shuffling cards... pile = new Pile(card_multiplier); //Multiply no. of decks //Dismiss or close the dialog. deck_dialog.dismiss(); } else { Toast.makeText(getApplicationContext(), "Please choose a number from 1 to 8.", Toast.LENGTH_SHORT).show(); } } }); //Show dialog. deck_dialog.show(); } //Shuffling the Array public void Shuffle_Cards(Integer[][] Shuffle_Deck) { Random random = new Random(); for(int i = Shuffle_Deck[no_of_cards].length - 1; i >=0; i--) { int Index = random.nextInt(i + 1); //Simple Swapping Integer swap = Shuffle_Deck[card_multiplier-1][Index]; Shuffle_Deck[card_multiplier-1][Index] = Shuffle_Deck[card_multiplier-1][i]; Shuffle_Deck[card_multiplier-1][i] = swap; } } //Private Class for Random Card Draw private class Draw_Card_Model implements OnClickListener { public void onClick(View v) { //Just printing the card drawn from pile int suit = 0, value = 0; String strSuit = "", strValue = ""; draw_deck draw = new draw_deck(context); //This line is where issued the Null Pointer Exception. if (count == card_multiplier*52) { // A message shows up when all cards are draw out. Toast.makeText(getApplicationContext(), "All cards have been used up.", Toast.LENGTH_SHORT).show(); draw_card.setEnabled(false); } else { draw.draw(suit, value, strSuit, strValue, pile, context); count_label.setText(count); //This is where I got force closed error, although "int count" have initialized the number. This was supposed to accept in the setText() method. count++; } } } } Take note that the issues on Null Pointer Exception is the Image View and the Edit Text. I got to test it. Thanks. If you have any info about my question, let me know it frankly.

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  • How to use the float value from Noise function in voxel terrain?

    - by therealjohn
    Im using Unity, although this question is not really specific to that engine. Im also using an asset from the store called Coherent Noise. It has some neat noise functionality built it. I am using those functions to produce some noise values. I am getting a value between 0 and 1 (floats). I have an array of blocks (for minecraft like voxel terrain) and I am confused on how to use this float value for terrain? Do I do something like <= 0 == Solid block etc etc? I am confused on how to use the floating values that the noise functions produce to use for height values of an array of say a height of 16. Thanks for any guidance.

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  • Error loading PCX image in FreeImage library

    - by khanhhh89
    I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = FreeImage_GetFileType(m_fileName.c_str(), 0); if (FreeImage_FIFSupportsReading(fif)) dib = FreeImage_Load(fif, m_fileName.c_str()); //retrieve the image data bits = FreeImage_GetBits(dib); //get the image width and height width = FreeImage_GetWidth(dib); height = FreeImage_GetHeight(dib); My problem is the width and height variable are both 512, while the bits array is an empty string, which make the following OPENGL call corrupt: glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits); While debugging, I notice that the "fif" variable (which contains the format of the image) is JPEG, while the Image is actually PCX. I wonder whether or not the FreeImage recognize the wrong format (from PCX to JPEG), so tha the bits array is an empty string. I hope to see your explanation about this problem. Thanks so much

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  • How to emulate Mode 13h in a modern 3D renderer?

    - by David Gouveia
    I was indulging in nostalgia and remembered the first game I created, which used Mode 13h. This mode was really simple to work with, since it was essentially just an array of bytes with an element for each pixel on the screen (using an indexed color scheme). So I thought it might be fun to create something nowadays under these restrictions, but on modern hardware. The API could be as simple as: public class Mode13h { public byte[] VideoMemory = new byte[320 * 200]; public Color[] Palette = new Color[256]; } Now I'm wondering what would be the best way to get this data on the screen, using something like XNA / DirectX / OpenGL. The only solution I could think of was to create a texture with the same size as the VideoMemory array, write the contents of VideoMemory to it every frame, then render that texture in a full screen quad with the correct aspect ratio and using point texture filtering for that retro look. Is there a better way?

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  • Difference between () and [] in Perl6 [migrated]

    - by Ask and Learn
    Learning Perl 6 and had trouble to understand following Perl 6 one liner. version of Perl 6 - rakudo-star: stable 2014.04 (bottled) This works fine, array/list is sorted [njia@mb-125:~] : perl6 -e 'say [2443,5,33, 90, -9, 2, 764].sort' -9 2 5 33 90 764 2443 But this does not sort the array/list, if [].sort works why @s.sort does not? [njia@mb-125:~] : perl6 -e 'my @s = [2443,5,33, 90, -9, 2, 764]; @s.sort.say' 2443 5 33 90 -9 2 764 Change from [] to () [njia@mb-125:~] : perl6 -e 'my @s = (2443,5,33,90,-9,2,764); @s.sort.say' -9 2 5 33 90 764 2443

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  • How to modify VBO data

    - by Romeo
    I am learning LWJGL so i can start working on my game. In order to learn LWJGL I got the idea to implement the map builder so I can get comfortable with graphics programming. Now, for the map creation tool I need to draw new elements or draw the old one's with different coordinates. Let me explain this: My game will be a 2D scroller. The map will be consisting of multiple rectangles ( 2 strip triangles). When I click my left-mouse button i want to start the rectangle and when I release it I want to stop the rectangle bottom-right at that position. As I want to use VBOs I want to know how to modify data inside the VBO based on user input. Should i have a copy of a vertex array and then add the whole array to the VBO at each user input? How is usually implemented the VBO update?

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  • How can I manage changes between a local config file and a remote config file in a mobile application?

    - by hib
    I have an application with a configuration file that is stored in the application bundle. This config file stores the names of images on a remote server. Whenever the application is started, I download the configuration file from the server and see if there are any changes or updates. If there are changes, I iterate over the array of configuration settings and download the changed images to the user's iPhone I think that I will first list all of the name changes in an array, and after that start loading that changed images. However, I'm wondering if there is a better approach to solving this problem.

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  • How would you represent an object that can be of multiple types, when storing it as a document in MongoDB?

    - by blueberryfields
    Somewhat related to this question, say that I have an object category which, depending on which type of object I have, has different restrictions on what it contains. (if you can reword the previous sentence to make more sense I'd appreciate it) For example var SomeSchema = new Schema({ _id: ObjectID, [... large number of common fields ...] type: //Restricted somehow to members of a fixed array data: //depending on type, this might be restricted - sometimes an integer, sometimes array, etc... }); What's the idiosyncratic method for defining this type of schema? Is it appropriate to define a single schema, and handle the types inside of it's members, or am I better off with separate schema for each type?

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  • Does XNA/MonoGame have a text caching mechanism, or has an open source one been implemented?

    - by Casey
    I'm playing around with MonoGame, and I've noticed the SpriteFont class draws static text very inefficiently. Each time the text is drawn the spacing is recalculated. This isn't a big deal on my quad core PC, but on mobile applications it might be a problem. Before I go and program some text which caches the arrangement of its letters in an array and then feeds that array to the SpriteBatch, I would like to make sure there isn't something available to do this already, either in MonoGame itself or a class someone has implemented and made available for general use.

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • Javascript A* path finding

    - by Veyha
    I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y (player.x and player.y are both 0) to 10/10 I use this code var path = finder.findPath(player.x, player.y, 10, 10, grid); This gives an array of where I need to move, but how do I apply this array to my player.x and player.y? The path structure looks like this path = [[0, 0], [1, 0], [1, 1], ..., [10, 10]]

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  • in memory datastore in haskell

    - by Simon
    I want to implement an in memory datastore for a web service in Haskell. I want to run transactions in the stm monad. When I google hash table steam Haskell I only get this: Data. BTree. HashTable. STM. The module name and complexities suggest that this is implemented as a tree. I would think that an array would be more efficient for mutable hash tables. Is there a reason to avoid using an array for an STM hashtable? Do I gain anything with this stem hash table or should I just use a steam ref to an IntMap?

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  • API always returns JSONObject or JSONArray Best practices

    - by Michael Laffargue
    I'm making an API that will return data in JSON. I also wanted on client side to make an utility class to call this API. Something like : JSONObject sendGetRequest(Url url); JSONObject sendPostRequest(Url url, HashMap postData); However sometimes the API send back array of object [{id:1},{id:2}] I now got two choices (): Make the method test for JSONArray or JSONObject and send back an Object that I will have to cast in the caller Make a method that returns JSONObject and one for JSONArray (like sendGetRequestAndReturnAsJSONArray) Make the server always send Arrays even for one element Make the server always send Objects wrapping my Array I going for the two last methods since I think it would be a good thing to force the API to send consistent type of data. But what would be the best practice (if one exist). Always send arrays? or always send objects?

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