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  • Byte Size Tips: How to Stop OS X from Changing the Display Brightness Automatically

    - by The Geek
    After getting a new MacBook Air and deciding to try out OS X for a while, I started wondering why the battery would suddenly start dying really fast, but only when I was sitting at the kitchen table. That’s when I noticed the display brightness kept changing on its own… and realized the problem. OS X, just like your phone, and any modern device, tries to figure out the brightness of the room you’re in, and adjust the brightness of the screen. If you are over in Windows, it’s called “Adaptive” brightness, while your phone will just call it “Auto”. While this technology is great in theory, I don’t really need max brightness all the time, and I like to control it manually to make sure I’m getting the best battery life. Open up System Preferences, head to Displays. Then uncheck the Automatically adjust brightness setting.     

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  • How important are SEO Friendly URLs [closed]

    - by nute
    Possible Duplicate: Is a URL with a query string better or worse for SEO then one without one? Currently, my URLs look something like http://mydomain.ext/question/5 where question is the Controller and 5 is the ID of the object or article retrieved. In theory I could spend some development time and some server resources to have URLs that would contain more information about the page loaded. However, seeing how websites like Youtube or many others just keep simple URLs with just an ID, I am asking, does it matter? It is worth it??

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developper ?

    - by jokoon
    We have a big game project on Unity at school on which we are 12 to work on. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game developping companies ? Are there a lot of companies using it because they can't afford to use something else ? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is that much important in the industry ? Does it endangers the value of C++ skills ? It's not that I don't like Unity, it's just that I don't learn nothing with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • Ars Technica .ars URL suffix -- Vanity or SEO Benefit?

    - by yc01
    The Technology website Ars Technica has adjusted their URL rewrite rules to end with a .ars. Traditionally, sites have taken advantage of this URL rewriting capability to completely eliminate file suffixes like .html, .php, .aspx etc, under the theory that this made for better SEO (since the content of the URL was more relevant to the content) Ars Technicas, though, look like this: http://arstechnica.com/science/news/2011/03/flow-from-the-poles-drive-sunspot-levels.ars So, is Ars Technica adding the .ars file suffix purely a vanity play? Or is it an SEO trick to improve the site's SEO by cleverly inserting their site name into every URL slug? And, if this is indeed an effective SEO trick, should other sites follow suit?

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  • Noob-Friendly Guides to WSGI?

    - by Johnny McKenzie
    world! I have recently been delving into server-side code web development with python, and I have hit a brick wall; you see, I know little about server side code and HTTP (other than the v. basics with php shudder), and all of the docs for wsgi that I have found seem to be for people already well established in the field. Are there any n00b happy guides for server-side scripting (the theory of), or on wsgi out there. Http would be helpful, video tuts are also greatly appreciated. Thanks in advance.

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developer?

    - by jokoon
    We have a big game project using Unity at school. There are 12 of us working on it. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game development companies? Are there a lot of companies using it because they can't afford to use something else? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is of that much importance in the industry? Does it endanger the value of C++ skills? It's not that I don't like Unity, it's just that I don't learn anything with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • Can I remove "Free space" text from the Nautilus status bar?

    - by DisgruntledGoat
    I want to remove the part in Nautilus that shows free disk space. In theory it may useful but it's so badly designed, every time I select some files my eye gets drawn to "15 GB" instead of the actual size of the files. And with no files selected, it says something like "24 items, Free space 15GB" which at a quick glance looks like the total size of the files. I've looked through the preferences and don't see anything. I'm using Ubuntu 10.10 with Nautilus 2.32.0.

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  • Process Centric Banking: Loan Origination Solution

    - by Manish Palaparthy
    There is an old proverb that goes, "The difference between theory and practice is greater in practice than in theory". So, we keep doing numerous "Proof of Concepts" with our own products on various business cases to analyze them deeply, understand and explain to our customers. We then present our learnings as they happened. The awareness of each PoC should help readers increase the trustworthiness of the results coming out of these PoCs. I present one such PoC where we invested a lot of time&effort.  Process Centric Banking : Loan Origination Solution Loan Origination is a process by which a borrower applies for a new loan and the lender processes that application. Loan origination includes the series of steps taken by the bank from the point the customer shows interest in a loan product all the way to disbursal of funds. The Loan Origination process is relevant for many kind of lenders in Financial services: Banks, Credit Unions, NBFCs(Non Banking Financial Companies) and so on. For simplicity sake, I will use "Bank" as the lending institution in the rest of my article.  Loan Origination is one of the core processes for Banks as it is the process by which the it creates assets against which the Institution earns most of its profits from. A well tuned loan origination process can affect the Bank in many positive ways. Banks have always shown great interest in automating the loan origination process for the above reason. However, due the constant changes in customer environment, market dynamics, prevailing economic conditions, cost pressures & regulatory environment they run into lot of challenges. Let me categorize some of these challenges for you Customer Environment Multiple Channels: Customer can use any of the available channels (Internet Banking, Email, Fax, Branch, Phone Banking, ATM, Broker, Mobile, Snail Mail) to perform all or some of the activities related to her Visibility into the origination process: Expect immediate update on the status of loan processing & alert messages Reduced Turn Around Time: Expect loans to be processed with least turn around time Reduced loan processing fees: Partly due to market dynamics the customer expects the loan processing fee to be negligible Market Dynamics Competitive environment:  The competition keeps creating many variants of loan products to attract customers, the bank needs to create similar product variants with better offers to attract customers or keep existing ones Ability to migrate loans from one vendor to another: It has become really easy for retail customers to move from one bank to the other given the low fee of loan processing and highly attractive offers. How does the bank protect it's customer base while actively engaging with potential customers banking with competitor banks Flexibility to react to market developments: Market development greatly influence loan processing, underwriting, asset valuation, risk mitigation rules. Can the bank modify rules and policies, the idea is not just to react to market developments but to pro-actively manage new developments Economic conditions Constant change in various rates and their implications on the rates and rules applied when on-boarding a loan: How quickly can the bank apply changes to rates offered to customers when the central bank changes various rates Requirements of Audit by the central banker: Tough economic conditions have demanded much more stringent audit rules and tests. The banks needs to produce ready reports(historic & operational) for audit compliance Risk Mitigation: While risk mitigation has always been a key concern for the bank, this is the area where the bank's underwriters & risk analysts spend the maximum time when processing a loan application. In order to reduce TAT the bank cannot compromise on its risk mitigation strategies Cost pressures Reduce Cost of processing per application: To deliver a reduced loan processing fee to the customer, the bank needs to keep its cost per processing loan application low. Meet customer TAT expectations while reducing the queues and the systems being used to process the loan application: The loan application could potentially be spending a lot of time waiting in the queue for further processing. Different volumes & patterns of applications demand different queuing algorithms. The bank needs to have real-time visibility into these queues and have the flexibility to change queuing algorithms at runtime  Increase the use of electronic communication and reduce the branch channel usage: Lesser automation leads not only leads to Increased turn around time, it also impacts more costs to reach out to customers The objective of our PoC was to implement a Loan Origination Solution whose ownership lies with the bank and effectively meet the challenges listed above. We built a simple story board for the solution We then went about implementing our storyboard using Oracle BPM Suite, Webcenter Content : Imaging. The web UI has been built on ADF technolgies, while the integration with core-services has been implemented using the underlying SOA infrastructure. The BPM process model is quite exhaustive can meet all the challenges listed above to reasonable degree. A bank intending to implement an end-to-end Loan Origination Solution has multiple options at it's disposal. It can Develop a customer Loan Origination Application from scratch: Gives maximum opportunity to build what you want but inflexible to upgrade and maintain. Higher TCO in long term Buy a Packaged application & customize it: Customizing a generic loan application can be tedious and prove as difficult as above. Build it using many disparate & un-integrated tools: Initially seems easier than developing from scratch. But, without integrated tool sets this is not a viable approach either or A solution based on a Framework: Independent Services and Business Process Modeling provide decoupled architecture that is flexible. We built this framework end-to-end with processes the core process of loan origination & several sub-processes such as Analyse and define customer needs, customer credit verification, identity check processes, legal review process, New customer registration & risk assessment.

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  • My Red Gate Experience

    - by Colin Rothwell
    I’m Colin, and I’ve been an intern working with Mike in publishing on Simple-Talk and SQLServerCentral for the past ten weeks. I’ve mostly been working “behind the scenes”, making improvements to the spam filtering, along with various other small tweaks. When I arrived at Red Gate, one of the first things Mike asked me was what I wanted to get out of the internship. It wasn’t a question I’d given a great deal of thought to, but my immediate response was the same as almost anybody: to support my growing family. Well, ok, not quite that, but money was certainly a motivator, along with simply making sure that I didn’t get bored over the summer. Three months is a long time to fill, and many of my friends end up getting bored, or worse, knitting obsessively. With the arrogance which seems fairly common among Cambridge people, I wasn’t expecting to really learn much here! In my mind, the part of the year where I am at Uni is the part where I learn things, whilst Red Gate would be an opportunity to apply what I’d learnt. Thankfully, the opposite is true: I’ve learnt a lot during my time here, and there has been a definite positive impact on the way I write code. The first thing I’ve really learnt is that test-driven development is, in general, a sensible way of working. Before coming, I didn’t really get it: how could you test something you hadn’t yet written? It didn’t make sense! My problem was seeing a test as having to test all the behaviour of a given function. Writing tests which test the bare minimum possible and building them up is a really good way of crystallising the direction the code needs to grow in, and ensures you never attempt to write too much code at time. One really good experience of this was early on in my internship when Mike and I were working on the query used to list active authors: I’d written something which I thought would do the trick, but by starting again using TDD we grew something which revealed that there were several subtle mistakes in the query I’d written. I’ve also been awakened to the value of pair programming. Whilst I could sort of see the point before coming, I also thought that it was impossible that two people would ever get more done at the same computer than if they were working separately. I still think that this is true for projects with pieces that developers can easily work on independently, and with developers who both know the codebase, but I’ve found that pair programming can be really good for learning a code base, and for building up small projects to the point where you can start working on separate components, as well as solving particularly difficult problems. Later on in my internship, for my down tools week project, I was working on adding Python support to Glimpse. Another intern and I we pair programmed the entire project, using ping pong pair programming as much as possible. One bonus that this brought which I wasn’t expecting was that I found myself less prone to distraction: with someone else peering over my shoulder, I didn’t have the ever-present temptation to open gmail, or facebook, or yammer, or twitter, or hacker news, or reddit, and so on, and so forth. I’m quite proud of this project: I think it’s some of the best code I’ve written. I’ve also been really won over to the value of descriptive variables names. In my pre-Red Gate life, as a lone-ranger style cowboy programmer, I’d developed a tendency towards laziness in variable names, sometimes abbreviating or, worse, using acronyms. I’ve swiftly realised that this is a bad idea when working with a team: saving a few key strokes is inevitably not worth it when it comes to reading code again in the future. Longer names also mean you can do away with a majority of comments. I appreciate that if you’ve come up with an O(n*log n) algorithm for something which seemed O(n^2), you probably want to explain how it works, but explaining what a variable name means is a big no no: it’s so very easy to change the behaviour of the code, whilst forgetting about the comments. Whilst at Red Gate, I took the opportunity to attend a code retreat, which really helped me to solidify all the things I’d learnt. To be completely free of any existing code base really lets you focus on best practises and think about how you write code. If you get a chance to go on a similar event, I’d highly recommend it! Cycling to Red Gate, I’ve also become much better at fitting inner tubes: if you’re struggling to get the tube out, or re-fit the tire, letting a bit of air out usually helps. I’ve also become quite a bit better at foosball and will miss having a foosball table! I’d like to finish off by saying thank you to everyone at Red Gate for having me. I’ve really enjoyed working with, and learning from, the team that brings you this web site. If you meet any of them, buy them a drink!

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  • Resources on how to relate structured and semi- / un-structured information

    - by Fritz Meissner
    I don't have a great background in information organisation / retrieval, but I know of a few ways of dealing with the problem. For structured information, it's possible to go OOish - everything "has-a" or "has-many" something else, and you navigate the graph to find relationships between things. For unstructured information, you have techniques like text search and tagging. What resources - articles or books - are there that summarise the CS theory behind these techniques or could introduce me to others? I'm developing a system that needs to handle capture and retrieval of information that ranges from necessarily unstructured (advice about X) to structured (list of Xs that relate to Ys) to a combination (Ys that relate to the advice about X) and I'd like to get some insight into how to do it properly.

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  • Adjusting the Score on Oracle Text search results

    - by Kyle Hatlestad
    When you sort the results of a search by Score using OracleTextSearch as the search engine in WebCenter Content, the results coming back are based on the relevancy on the document.  In theory, the more relevant the search term is to the document, the higher ranked Score it should receive.  But in practice, the relevancy score can seem somewhat of a mystery.  It's not entirely clear how it ranks the importance of some documents over others based on the search term.  And often times, once a word appears a certain number of times within a document, the Score simply maxes out at 100 and the top results can be difficult to discern from one another.  Take for example the search for 'vacation' on this set of documents:  [Read More]

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  • Game World Design [on hold]

    - by GameDev
    I have one doubt about world game developing. I want to do a kind of platform game mixed with RPG (Side Scroll). What's the best to draw the world, - Draw everything than use the camera to move around the world - Draw just what you see as the player moves draw the new stuff. I'm new at this and didn't had any course for it. So if anyone can help me thanks :) PS: Any recommendation to learning game concept, like drawing world theory, play etc.. (not code and i want to 2D and i only see books for 3D stuff)

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  • How important is Discrete Mathematics for a Computer Scientist?

    - by mort
    As the title says, How important is Discrete Mathematics for a Computer Scientist? Background: I'm pursuing a Master's degree with a focus on fundamentals such as Algorithms, Complexity and Computability Theory and Programming Languages to get a good foundation for working in the field of Parallel Computing. Some more background: My university grants a lot of freedom in the choices of courses for my Master's degree. It's officially called "Software Engineering", but due to a the broad range of electives, a different focus is possible. Interestingly, none of the electives is a lecture in Math! I'm thinking about doing a course about Discrete Mathematics that would take half a semester to complete successfully, even if I can't use it for my degree. So with this question I'm trying to find out if the effort is justifiable.

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  • Trying to detect collision between two polygons using Separating Axis Theorem

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(vertices[0]); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(vertices[i]); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if( other.x <= y || other.y >= x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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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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  • Error in my Separating Axis Theorem collision code

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; int x; int y; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } public void update(int xPos, int yPos){ x = xPos; y = yPos; } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(new Vect(vertices[0].x+x, vertices[0].y+y)); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(new Vect(vertices[i].x+x, vertices[i].y+y)); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if(y > other.x && other.y > x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • How to write a network game? [closed]

    - by Tom Wijsman
    Based on Why is so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load balancing. If you're not experienced with writing a networked game, this is going to be a difficult learning exercise. I know the theory about sockets, servers, clients, protocols, connections and such things. Now I wonder how one can learn to write a network game: How to balance load problems? How to manage the game state? How to keep things synchronized? How to protect the communication and client from reverse engineering? How to work around latency problems? Which things should be computed local and which things on the server? ... Are there any good books, tutorials, sites, interesting articles or other questions regarding this? I'm looking for broad answers, but specific ones are fine too to learn the difference.

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  • Handling different screen densities in Android Devices?

    - by DevilWithin
    Well, i know there are plenty of different-sized screens in devices that run Android. The SDK I code with deploys to all major desktop platforms and android. I am aware i must have special cares to handle the different screen sizes and densities, but i just had an idea that would work in theory, and my question is exactly about that method, How could it FAIL ? So, what I do is to have an ortho camera of the same size for all devices, with possible tweaks, but anyway that would grant the proper positioning of all elements in all devices, right? We can assume everything is drawn in OpenGLES and input handling is converted to the proper camera coordinates. If you need me to improve the question, please tell me.

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  • Resources on learning to program in machine code?

    - by AceofSpades
    I'm a student, fresh into programming and loving it, from Java to C++ and down to C. I moved backwards to the barebones and thought to go further down to Assembly. But, to my surprise, a lot of people said it's not as fast as C and there is no use. They suggested learning either how to program a kernel or writing a C compiler. My dream is to learn to program in binary (machine code) or maybe program bare metal (program micro-controller physically) or write bios or boot loaders or something of that nature. The only possible thing I heard after so much research is that a hex editor is the closest thing to machine language I could find in this age and era. Are there other things I'm unaware of? Are there any resources to learn to program in machine code? Preferably on a 8-bit micro-controller/microprocessor. This question is similar to mine, but I'm interested in practical learning first and then understanding the theory.

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  • The Chemistry of Fireworks [Video]

    - by Jason Fitzpatrick
    Fireworks are the dazzling and loud end result of complex chemical process. Watch this video to see the chemistry behind a fireworks display explained by none other than the father of modern pyrotechnics, John Conkling. Courtesy of Bytesize Science: From the sizzle of the fuse to the boom and burst of colors, this video brings you all of the exciting sights and sounds of Fourth of July fireworks, plus a little chemical knowhow. The video features John A. Conkling, Ph.D., who literally wrote the book on fireworks — he is the author of The Chemistry of Pyrotechnics, Basic Principles and Theory. Conkling shows how the familiar rockets and other neat products that light up the night sky all represent chemistry in action. [via Geeks Are Sexy] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • What tool do you use to organise your tasks?

    - by Gearóid
    Hi, I've been a web developer for four years now and I've yet to come across a nice piece of software that allows me to manage my day to day tasks well. In theory, I should be able to just pull up a textfile and write: write test scripts check code into svn remember to go home But obviously this isnt very usable. I've tried stuff like Ta-da List but it feels quite limited. JIRA is great for bug tracking but what if I have to remember to go to the bank at 2pm. Is there anything piece of software out there that helps organise programmers? I'm really interested in hearing what you guys have to say on this one. Thanks.

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  • I'm having trouble learning

    - by Gavin Sapp
    I'm only 13 but i'm genuinely interested in CS and would really like it if I could actually accomplish it. I've read books on C++ and C#, but ALL of them are the same!! They all say "Ok so since you have no prior knowledge in this what so ever, write a snippet that will do this and then make a GUI and then throw it into the Priafdhsu hfad then add the program and then program your own compiler to do some stuff". It's really getting annoying. I've payed near $40 (via Paypal) on ebooks that supposedly taught people to program with no prior knowledge. ALL OF THEM EXPECT ME TO ALREADY KNOW THE LANGUAGE. Is there something that I'm missing or am I suppose to be born with the property of CS? I would very much appreciate it if someone could explain this to me or possibly refer me to a tutorial on Programming Theory that starts from below ground zero as I have know knowledge in CS at all.

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  • How should I interpret these DirectX Caps Viewer values?

    - by tobi
    Briefly asking - what do the nodes mean and what the difference is between them in DirectX Caps Viewer? DXGI Devices Direct3D9 Devices DirectDraw Devices The most interesting for me is 1 vs 2. In the Direct3D9 Devices under HAL node I can see that my GeForce 8800GT supports PixelShaderVersion 3.0. However, under DXGI Devices I have DX 10, DX 10.1 and DX 11 having Shader model 4.0 (actually why DX 11? My card is not compatible with DX 11). I am implementing a DX 11 application (including d3d11.h) with shaders compiled in 4.0 version, so I can clearly see that 4.0 is supported. What is the difference between 1 and 2? Could you give me some theory behind the nodes?

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  • Solving a probabilistic problem

    - by ????????????
    So I am interested in Computational Investing and came across this problem on a wiki page: Write a program to discover the answer to this puzzle:"Let's say men and women are paid equally (from the same uniform distribution). If women date randomly and marry the first man with a higher salary, what fraction of the population will get married?" I don't have much knowledge in probability theory, so I'm not really sure how to implement this in code. My thinking: Populate two arrays(female,male) with random salary values from a uniform distribution. Randomly pair one female and one male array element and see if condition of higher salary is met. If it is, increment a counter. Divide counter by population and get percentage. Is this the correct logic? Do woman continually date until there is no males left with higher salaries than women?

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  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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