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  • How do I politely tell a colleague to RTFM?

    - by Jason Baker
    I think by now, I've transitioned from a junior developer to an "intermediate" developer. Previously, whenever someone would ask me a question, I'd gleefully answer them simply because I was happy to be of use to someone and wanted to prove my worth as a developer. Now it's gotten to the point where I can't get work done because I'm constantly answering questions that can be answered just by spending a few seconds looking at documentation or searching google (sometimes from developers more senior than I). On one hand, I genuinely want to help them out and enjoy teaching other people. However, I just don't have enough bandwidth to keep answering these kinds of questions. How do I handle this kind of thing politely?

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  • Planning a skillset for a fallback career [closed]

    - by Davy Kavanagh
    I'm not too certain this is a SO question, but I didn't think it belonged in meta either. Long story short, I am bioinformatics researcher. I like to code, it's my favourite part of the job. I have been thinking for a while that if academia is not kind to me, I might seek a career in software development. My current contract is for three years and I would like to spend some time over the next 3 three years learning and practicing software development as possible. Python seems like a popular language and it what I mostly use to do things for me, but I am also in heavy use of R. So my main question is: Are python and R good things to be learning with a sotfware dev goal in mind, and if so, is there any particular type of programming or software that might be useful to have experience with. Hard questions to answer I know, but I thought I would get the answer from people who are in the know. Cheers, Davy.

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  • Why is there no Microsoft Certified Master program targetted at developers?

    - by Jason Coyne
    In the lower level certifications, developer technology is all over the place. At the highest level (Microsoft Certified Architect), the Solutions track appears to be a good fit for high level application designers and architects. MCA requires an MCM as a prerequisite. However, none of the MCM tracks are targeted towards development. Obviously to be a good architect you need to have knowledge of other technologies, servers, sql, messaging etc. But those seem like things that should be part of the course load, and not the sole focus. Are the lower tiers really as high as you can go for application focused professionals? For most developers, the SQL MCM seems to be the best fit. Are the MCM and MCA really targeted ad more administrators and not developers?

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  • How to teach Django to non-web programmers? [closed]

    - by Greg
    I've been tasked with providing a workshop for my co-workers to teach them Django. They're all good programmers but they've never done any web programming. I was thinking to just go through the Django tutorial with them, but are there things in there that wouldn't make sense to non-web programmers? Do they need any kind of webdev background first? Any thoughts on a good way to provide the basics so that Django will make sense?

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  • What tools do people use to make programming tutorial videos?

    - by Pure.Krome
    Hi folks, I'm wanting to make some yee-run-o-the-mill tutorial video's about some programming concepts and stuff i've been doing. Nothing special ... lots of peeps been doing it. What tools are people using to record and edit these videos? What resolutions / fonts / sizes do people generally use/set? The only tool I've had experience with is Camtasia - and i didn't mind it. But i've seen vid's (or live demo's) where people zoom in to code sections.. how do they do that? For final editing, do most people just do some simple power point presentation with some video snippets mashed in. cheers!

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  • Looking for a good course/book/resource on modern databases

    - by spanky
    This is slightly embarrassing. I'm a professional developer working at one of the big tech companies and I've never used a database. I've got an idea for a website I want to build as a learning experience and possibly as a business, but I don't have the faintest idea what database to use, let alone how to fix/debug the database when I run into problems. I'm looking for a course, a website, a book, etc., that will give me an overview of modern database technology (SQL vs. NOSQL vs. relational vs. non-relational (I only have a vague idea what these even mean)). I'm starting by googling/wikipediaing all of these terms, but if there are better, comprehensive resources available that I should be aware of, I'd love to hear about them.

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  • What is a good balance for having developers learn at work

    - by Mel
    So now I am the manager. One of the things I always promised myself I would do is have the other developers focus on learning new stuff. In fact I even want to force them to read a couple books that really helped me learn to program. However now I am also accountable for the product getting finished. I have this vision of everyone reading books instead of working and me getting fired. What is the best way to work learning into the developers schedules, especially for the ones that just don't care to learn. How much time should be spent on learning in a work week?

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  • Best Book for a new Database Developer

    - by John
    We have just had a graduate join the team with the end aim of assisting out our very busy DBA. He has only a basic SQL knowledge from his degree so we are looking for a really good getting started book preferably based on MS SQL server. Purchase Update: Thanks to the replies we have now purchased Head First SQL to review what he already knows and Beginning SQL Server 2005 Programming to enhance these skills. Further down the page you can see my full review of the books for our needs. However still feel free to post more books as others may find them useful!

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  • Why do spammers use CELESTRON NEXTAR 6SE?

    - by fmz
    I am running a website for a volunteer organization that hosts an annual event. There is a form where people can volunteer to bring items for the event. All too frequently I get spam from users across the globe that enter things like this: Country - 1: Australia Material - 1: CELESTRON NEXTAR 6SE Country - 2: Australia Material - 2: C8 Newton Country - 3: Australia Material - 3: ETX 125EC Country - 4: Australia Material - 4: ETX 125EC Country - 5: Australia Material - 5: CELESTRON NEXTAR 6SE I don't really care about the country, but what is it with the telescope stuff? Is there some hidden meaning behind all this or is it some astronomy group that moonlights as spammers?

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  • What is proper etiquette when someone posts copyrighted material? [closed]

    - by Turp
    I just ran into an answer in which the author included a link to a PDF book that was licensed only to them. I'm pretty sure this is copyrighted material and the author does not want copies of the book to be freely available on the web. What is the proper etiquette in this situation? Leave a comment? (I can't yet, I just joined) Mark as offensive? Contact a moderator?

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  • Have an iPad's viewable area visible on your computer monitor for remote web-meeting training?

    - by MikeN
    I want to demo the usage of my iPad on my computer screen so that I can transmit it to other people during a training session using a web conference tool (like dimdim.com, gotomeeting.com, fuzemeeting.com, etc...) Is there a way to stream an iPad's display to a computer so it would be visible in such a screen casting software? My current ad-hoc solution for this would be to use a webcam to livecast me using a physical (real life) iPad and broadcast that to other users for training. This is undesirable due to the difficulty in really seeing the iPad well. So I'm hoping someone has a way to do: 1) Video output the iPad's display to my computer screen. 2) Emulate an iPad with a installed app (not having the source code) on the screen.

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  • Training a spam filter based on Mailman moderator's actions?

    - by mc0e
    I'm planning a Mailman server, and looking for a good way to enable list moderators train a spam filter (likely to be either spamassassin or dspam). Has anyone come up with a good way to run training based on list moderator's decisions? Currently I don't have any better strategies than asking list moderators to forward spams one by one to a training address, which seems laborious and most likely to be inconsistently applied. Any ideas? I am aware of https://bugs.launchpad.net/mailman/+bug/558292 . I'm hoping someone has a better approach.

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • How to keep material on one double page in latex ?

    - by drasto
    I have two side document(so I use twoside option) in latex. I need to keep some material(text, pictures...) on one double page. In another words I want to allow page break from odd to even page but I want to prohibit breaks from even to odd page. I tried to write macro: \newcommand{\nl}{ \\ \ifodd\c@page \relax \else \nopagebreak \fi} and use it instead of \ (I don't use any other line breaks commands in my document) but it does not work. Thanks for all answers.

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  • Shader vs Shader Material , papervision specific , general insight welcome.

    - by RadAdam
    hello overflow. I asked this question on the pv3d forum and not a single person could, or cared to answer it. Im relatively new to 3d so i apologize if this is common sense to some. I have a sphere , in which i am applying a CellMaterial to. Looks great. I noticed that in the papervision sdk , there is also a CellShader. Should I be using this in congruence with the CellMaterial ? Should it be one or the other ? Is shader , a deprecated practice to Shader Material ? My initial thoughts were that the shader applies to the whole scene , while materials can be applied uniquely to objects. The documentation seems to show otherwise. What benefit if any could be gained by using both a CellShader and a CellMaterial ? id really love to get some ambient inclusion in there some how.

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  • C# Neural Networks with Encog

    - by JoshReuben
    Neural Networks ·       I recently read a book Introduction to Neural Networks for C# , by Jeff Heaton. http://www.amazon.com/Introduction-Neural-Networks-C-2nd/dp/1604390093/ref=sr_1_2?ie=UTF8&s=books&qid=1296821004&sr=8-2-spell. Not the 1st ANN book I've perused, but a nice revision.   ·       Artificial Neural Networks (ANNs) are a mechanism of machine learning – see http://en.wikipedia.org/wiki/Artificial_neural_network , http://en.wikipedia.org/wiki/Category:Machine_learning ·       Problems Not Suited to a Neural Network Solution- Programs that are easily written out as flowcharts consisting of well-defined steps, program logic that is unlikely to change, problems in which you must know exactly how the solution was derived. ·       Problems Suited to a Neural Network – pattern recognition, classification, series prediction, and data mining. Pattern recognition - network attempts to determine if the input data matches a pattern that it has been trained to recognize. Classification - take input samples and classify them into fuzzy groups. ·       As far as machine learning approaches go, I thing SVMs are superior (see http://en.wikipedia.org/wiki/Support_vector_machine ) - a neural network has certain disadvantages in comparison: an ANN can be overtrained, different training sets can produce non-deterministic weights and it is not possible to discern the underlying decision function of an ANN from its weight matrix – they are black box. ·       In this post, I'm not going to go into internals (believe me I know them). An autoassociative network (e.g. a Hopfield network) will echo back a pattern if it is recognized. ·       Under the hood, there is very little maths. In a nutshell - Some simple matrix operations occur during training: the input array is processed (normalized into bipolar values of 1, -1) - transposed from input column vector into a row vector, these are subject to matrix multiplication and then subtraction of the identity matrix to get a contribution matrix. The dot product is taken against the weight matrix to yield a boolean match result. For backpropogation training, a derivative function is required. In learning, hill climbing mechanisms such as Genetic Algorithms and Simulated Annealing are used to escape local minima. For unsupervised training, such as found in Self Organizing Maps used for OCR, Hebbs rule is applied. ·       The purpose of this post is not to mire you in technical and conceptual details, but to show you how to leverage neural networks via an abstraction API - Encog   Encog ·       Encog is a neural network API ·       Links to Encog: http://www.encog.org , http://www.heatonresearch.com/encog, http://www.heatonresearch.com/forum ·       Encog requires .Net 3.5 or higher – there is also a Silverlight version. Third-Party Libraries – log4net and nunit. ·       Encog supports feedforward, recurrent, self-organizing maps, radial basis function and Hopfield neural networks. ·       Encog neural networks, and related data, can be stored in .EG XML files. ·       Encog Workbench allows you to edit, train and visualize neural networks. The Encog Workbench can generate code. Synapses and layers ·       the primary building blocks - Almost every neural network will have, at a minimum, an input and output layer. In some cases, the same layer will function as both input and output layer. ·       To adapt a problem to a neural network, you must determine how to feed the problem into the input layer of a neural network, and receive the solution through the output layer of a neural network. ·       The Input Layer - For each input neuron, one double value is stored. An array is passed as input to a layer. Encog uses the interface INeuralData to hold these arrays. The class BasicNeuralData implements the INeuralData interface. Once the neural network processes the input, an INeuralData based class will be returned from the neural network's output layer. ·       convert a double array into an INeuralData object : INeuralData data = new BasicNeuralData(= new double[10]); ·       the Output Layer- The neural network outputs an array of doubles, wraped in a class based on the INeuralData interface. ·        The real power of a neural network comes from its pattern recognition capabilities. The neural network should be able to produce the desired output even if the input has been slightly distorted. ·       Hidden Layers– optional. between the input and output layers. very much a “black box”. If the structure of the hidden layer is too simple it may not learn the problem. If the structure is too complex, it will learn the problem but will be very slow to train and execute. Some neural networks have no hidden layers. The input layer may be directly connected to the output layer. Further, some neural networks have only a single layer. A single layer neural network has the single layer self-connected. ·       connections, called synapses, contain individual weight matrixes. These values are changed as the neural network learns. Constructing a Neural Network ·       the XOR operator is a frequent “first example” -the “Hello World” application for neural networks. ·       The XOR Operator- only returns true when both inputs differ. 0 XOR 0 = 0 1 XOR 0 = 1 0 XOR 1 = 1 1 XOR 1 = 0 ·       Structuring a Neural Network for XOR  - two inputs to the XOR operator and one output. ·       input: 0.0,0.0 1.0,0.0 0.0,1.0 1.0,1.0 ·       Expected output: 0.0 1.0 1.0 0.0 ·       A Perceptron - a simple feedforward neural network to learn the XOR operator. ·       Because the XOR operator has two inputs and one output, the neural network will follow suit. Additionally, the neural network will have a single hidden layer, with two neurons to help process the data. The choice for 2 neurons in the hidden layer is arbitrary, and often comes down to trial and error. ·       Neuron Diagram for the XOR Network ·       ·       The Encog workbench displays neural networks on a layer-by-layer basis. ·       Encog Layer Diagram for the XOR Network:   ·       Create a BasicNetwork - Three layers are added to this network. the FinalizeStructure method must be called to inform the network that no more layers are to be added. The call to Reset randomizes the weights in the connections between these layers. var network = new BasicNetwork(); network.AddLayer(new BasicLayer(2)); network.AddLayer(new BasicLayer(2)); network.AddLayer(new BasicLayer(1)); network.Structure.FinalizeStructure(); network.Reset(); ·       Neural networks frequently start with a random weight matrix. This provides a starting point for the training methods. These random values will be tested and refined into an acceptable solution. However, sometimes the initial random values are too far off. Sometimes it may be necessary to reset the weights again, if training is ineffective. These weights make up the long-term memory of the neural network. Additionally, some layers have threshold values that also contribute to the long-term memory of the neural network. Some neural networks also contain context layers, which give the neural network a short-term memory as well. The neural network learns by modifying these weight and threshold values. ·       Now that the neural network has been created, it must be trained. Training a Neural Network ·       construct a INeuralDataSet object - contains the input array and the expected output array (of corresponding range). Even though there is only one output value, we must still use a two-dimensional array to represent the output. public static double[][] XOR_INPUT ={ new double[2] { 0.0, 0.0 }, new double[2] { 1.0, 0.0 }, new double[2] { 0.0, 1.0 }, new double[2] { 1.0, 1.0 } };   public static double[][] XOR_IDEAL = { new double[1] { 0.0 }, new double[1] { 1.0 }, new double[1] { 1.0 }, new double[1] { 0.0 } };   INeuralDataSet trainingSet = new BasicNeuralDataSet(XOR_INPUT, XOR_IDEAL); ·       Training is the process where the neural network's weights are adjusted to better produce the expected output. Training will continue for many iterations, until the error rate of the network is below an acceptable level. Encog supports many different types of training. Resilient Propagation (RPROP) - general-purpose training algorithm. All training classes implement the ITrain interface. The RPROP algorithm is implemented by the ResilientPropagation class. Training the neural network involves calling the Iteration method on the ITrain class until the error is below a specific value. The code loops through as many iterations, or epochs, as it takes to get the error rate for the neural network to be below 1%. Once the neural network has been trained, it is ready for use. ITrain train = new ResilientPropagation(network, trainingSet);   for (int epoch=0; epoch < 10000; epoch++) { train.Iteration(); Debug.Print("Epoch #" + epoch + " Error:" + train.Error); if (train.Error > 0.01) break; } Executing a Neural Network ·       Call the Compute method on the BasicNetwork class. Console.WriteLine("Neural Network Results:"); foreach (INeuralDataPair pair in trainingSet) { INeuralData output = network.Compute(pair.Input); Console.WriteLine(pair.Input[0] + "," + pair.Input[1] + ", actual=" + output[0] + ",ideal=" + pair.Ideal[0]); } ·       The Compute method accepts an INeuralData class and also returns a INeuralData object. Neural Network Results: 0.0,0.0, actual=0.002782538818034049,ideal=0.0 1.0,0.0, actual=0.9903741937121177,ideal=1.0 0.0,1.0, actual=0.9836807956566187,ideal=1.0 1.0,1.0, actual=0.0011646072586172778,ideal=0.0 ·       the network has not been trained to give the exact results. This is normal. Because the network was trained to 1% error, each of the results will also be within generally 1% of the expected value.

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  • Why do my raytraced spheres have dark lines when lit with multiple light sources?

    - by Curyous
    I have a simple raytracer that only works back up to the first intersection. The scene looks OK with two different light sources, but when both lights are in the scene, there are dark shadows where the lit area from one ends, even if in the middle of a lit area from the other light source (particularly noticeable on the green ball). The transition from the 'area lit by both light sources' to the 'area lit by just one light source' seems to be slightly darker than the 'area lit by just one light source'. The code where I'm adding the lighting effects is: // trace lights for ( int l=0; l<primitives.count; l++) { Primitive* p = [primitives objectAtIndex:l]; if (p.light) { Sphere * lightSource = (Sphere *)p; // calculate diffuse shading Vector3 *light = [[Vector3 alloc] init]; light.x = lightSource.centre.x - intersectionPoint.x; light.y = lightSource.centre.y - intersectionPoint.y; light.z = lightSource.centre.z - intersectionPoint.z; [light normalize]; Vector3 * normal = [[primitiveThatWasHit getNormalAt:intersectionPoint] retain]; if (primitiveThatWasHit.material.diffuse > 0) { float illumination = DOT(normal, light); if (illumination > 0) { float diff = illumination * primitiveThatWasHit.material.diffuse; // add diffuse component to ray color colour.red += diff * primitiveThatWasHit.material.colour.red * lightSource.material.colour.red; colour.blue += diff * primitiveThatWasHit.material.colour.blue * lightSource.material.colour.blue; colour.green += diff * primitiveThatWasHit.material.colour.green * lightSource.material.colour.green; } } [normal release]; [light release]; } } How can I make it look right?

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  • Free SQL Server training? Now you’re talking.

    - by Fatherjack
    SQL Server user groups are everywhere, literally all over the globe there are SQL Server professionals meeting on a regular basis, sharing ideas, solving problems, learning about how to do new stuff and new ways to do old stuff and it’s all for free. I don’t have detailed figures but of all the SQL Server professionals there are only a small number of them attend these user groups. Those people are the people that are taking the time and making then effort to make themselves better at their chosen trade, more employable and having a good time. For free. I don’t know why but there are many people that don’t seem to want to be the best they can be. Some of you enlightened people that do already attend could be doing more though. Have you ever spoken at  your group? Not just in the break while you have a mouthful of pizza and a drink in your hand but had the attention of the whole group listen to you speak. It doesn’t need to be a full hour, it doesn’t need to be some obscure deeply technical demonstration of SQL Server internals, just a few minutes on something that you do that might help other people with their daily work. A neat process that helps you get from Problem A to Solution B. There is no need to get concerned that becoming a speaker means that you suddenly have to know more than anyone else in the room. This is you talking about something that you experienced. What you did, what you would repeat, what you might do differently next time. No one in the audience can pick you up on a technicality. If someone comes out with a great idea that you hadn’t thought of, say “That’s a great idea, I didn’t think of that while we had the problem on our hands. I’ll try to remember that for next time”. If someone is looking to show you up for picking the wrong decision (and this, in my experience, is very uncommon indeed) then you simply give a reply like “Well, at the time we chose that option. Perhaps another time then we would tackle things differently but we were happy with how our solution worked”. It’s sharing things like this that makes user groups have a real value, talking about how you coped with or averted a disaster, a handy little section of code or using a tool in a particular way that you take for granted that might, just might, be something that other people haven’t thought of that solves a problem or saves some time for them. At the next meeting you might get the same benefit from a different person and so it goes on. As individuals benefits so the community benefits. For free. Things I encourage you to do; If you are a chapter or user group leader; encourage someone from your group who has never spoken before to start speaking. If you are a chapter or user group attendee that hasn’t spoken before; speak for at least 5 minutes on something related to SQL Server at any group meeting. If you don’t currently attend a user group; please go along to you nearest one when they are meeting next and invest in yourself and your future. UK user group details are here: http://sqlsouthwest.co.uk/national_ug.htm , PASS chapters outside the UK are found via http://www.sqlpass.org/PASSChapters/LocalChapters.aspx. If you are unsure of how you might achieve any of these things then get in touch with me*, I’ll give you specific advice on getting started on any of the above points and help you prove to yourself what you are capable of. SQL Community – be part of it and make it better. Let me know how you get on in the comments.

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  • I have 5 days of vouchers for MS training… help me choose? [closed]

    - by Shyatic
    I'm a Microsoft centric guy (systems engineering side) and I already know the syntax of VB, have done VBScript pretty extensively and Excel VBA stuff as well. I want to make the leap into proper programming, probably with C# because it teaches me syntax I can use for Java if I want to go that route at some point. Since I have vouchers for 5 days of programming, and I can understand logic and understand how the .NET framework works... I would love to hear ideas on which MS Courses I should take. My primary focus is to work on web applications with web services that interact and do neat stuff... like for example, to create a 'chat' room or something interactive on the web. Or should I do something with HTML5/JS? I am really not sure... like I said, I want to work to make web services/sites. Not making the next Facebook mind you, but I'd like to work towards something in that spectrum on a much smaller scale. Please give me any advice, I'd like to book these classes asap Obviously getting involved with SQL and things that I will require would be important here.. you guys know better than me! Thanks!

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  • SSIS Design Patterns Training in London 8-11 Sep!

    - by andyleonard
    A few seats remain for my course SQL Server Integration Services 2012 Design Patterns to be delivered in London 8-11 Sep 2014. Register today to learn more about: New features in SSIS 2012 and 2014 Advanced patterns for loading data warehouses Error handling The (new) Project Deployment Model Scripting in SSIS The (new) SSIS Catalog Designing custom SSIS tasks Executing, managing, monitoring, and administering SSIS in the enterprise Business Intelligence Markup Language (Biml) BimlScript ETL Instrumentation...(read more)

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  • Are certification courses worth it?

    - by Bill Williams
    I'm planning on getting certification in Database Development for SQL Server (MSTC - 70-433). I'm a junior level report writer at a new job and the company is offering to pay the majority, if not all, of training course fees. The course is five days. I noticed that MS has a self-paced training kit (book) that I could use. I'm wondering if this would be a better option because it will allow me to go as quick as possible. I've also heard about video training sessions (Lynda.com) but they seem to go at slow pace. My questions are: What should I expect at a certification course? Is it hands-on training? Small classes with personal feedback or not? Would I be better off learning at my own pace using the training kit? (I'd rather this not turn into a certifications are pointless discussion..)

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