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  • UPK 3.6.1 Enablement Service Pack 1

    - by marc.santosusso
    UPK 3.6.1 Enablement Service Pack 1 now available on My Oracle Support as Patch ID 9533920 (requires My Oracle Support account). Below is a list of the enhancements included in this Enablement Service Pack. Tabbed Gateway Users now have the option to deliver multiple help resources through the in-application support using UPK's new tabbed gateway. This feature is managed using the Configuration Utility for In-Application Support. This feature is documented in the In-Application Support Guide. Firefox 3.6 The latest release of Mozilla Firefox, version 3.6, is now supported by the UPK Player, SmartHelp browser add-on, and SmartMatch recording technology. Oracle E-Business Suite -- Added support for version 12.1.2 for enhanced object and context recognition. -- The UPK PLL is no longer need for Oracle versions 12.1.2 and higher. Agile PLM Agile PLM version 9.3 supported for enhanced object recognition. Customer Needs Management Customer Needs Management schema 1.0.014 is supported for context recognition. Siebel CRM Siebel CRM (On Premise) versions 8.2, 8.1.1.2, 8.0.0.9, and 8.1.1 build 21112 (in addition to the previously supported build 21111) supported for enhanced object and context recognition. SAP SAP GUI for HTML version 7.10 patch 16 supported for enhanced object and context recognition. CA -- CA Clarity PPM version R12.5 supported for context recognition. -- CA Service Desk version R12.5 supported for context recognition. Java Added support for Java 6 update 12

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • steam won't open after install

    - by Dan Cooper
    I've looked all over the place for a solution but no one seems to be getting the same error codes as me. When I try to run Steam through terminal I get the following error: Running Steam on ubuntu 13.04 64-bit STEAM_RUNTIME is enabled automatically Installing breakpad exception handler for appid(steam)/version(1367621987_client) Installing breakpad exception handler for appid(steam)/version(1367621987_client) unlinked 0 orphaned pipes Gtk-Message: Failed to load module "overlay-scrollbar" Installing breakpad exception handler for appid(steam)/version(1367621987_client) [1013/104817:WARNING:proxy_service.cc(646)] PAC support disabled because there is no system implementation /home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/../common/steam/client_api.cpp (281) : Assertion Failed: ClientAPI_InitGlobalInstance: InternalAPI_Init_Internal failed. Assert( Assertion Failed: ClientAPI_InitGlobalInstance: InternalAPI_Init_Internal failed. ):/home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/../common/steam/client_api.cpp:281 Installing breakpad exception handler for appid(steam)/version(1367621987_client) Uploading dump (out-of-process) [proxy ''] /tmp/dumps/assert_20131013104817_1.dmp /home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/steamUI/SteamStartup.cpp (627) : Assertion Failed: ! "There was a problem with your Steam installation.\n" "Please reinstall steam.\n" unlinked 2 orphaned pipes CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 75 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps [2013-10-13 10:48:16] Startup - updater built May 3 2013 15:08:27 [2013-10-13 10:48:16] Verifying installation... [2013-10-13 10:48:16] Verification complete Shutting down. . . [2013-10-13 10:48:17] Shutdown Finished uploading minidump (out-of-process): success = yes response: CrashID=bp-d172a742-b7dd-419c-b235-d60c32131013 I've tried sudo apt-get purge and terminal tries to tell me I don't have Steam installed. I've tried reinstalling with software center but that doesn't help either.

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  • Where do I place XNA content pipeline references?

    - by Zabby Wabby
    I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of .xml file I want to read. Here's the issue. I am trying to handle the reading of all XML content through use of an XMLHandler object that uses the intermediate deserializer. Any time reading of such data is required, the appropriate method within this object would be called. So, as a simple example, something like this would occur when a character levels: public Spell LevelUp(int levelAchived) { XMLHandler.FindSkillsForLevel(levelAchived); } This method would then read the proper .xml file, sending back the spell for the character to learn. However, the XMLHandler is having issues even being created. I cannot get it to use the using namespace of Microsoft.Xna.Framework.Content.Pipeline. I get an error on my using statement in the XMLHandler class: using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate; The error is a typical reference error: Type or namespace name "'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)" I THINK this is because this namespace is already referenced in my game's content. I would really have no issue placing this object within my game's content (since that is ALL it deals with anyways), but the Content project does not seem capable of holding anything but content files. In summary, I need to use the Intermediate Deserializer in my main project's logic, but, as far as I can make out, I can't safely reference the associated namespace for it outside of the game's content. I'm not a terribly well-versed programmer, so I may be just missing some big detail I've never learned here. How can I make this object accessible for all projects within the solution? I will gladly post more information if needed!

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  • Context Sensitive JTable

    - by Geertjan
    Here's a plain old JTable on the NetBeans Platform. Whenever the toolbar button is clicked, information about the currently selected row is displayed in the status bar: Normally, the above would be achieved in NetBeans Platform applications via Nodes publishing their underlying business object when the selection changes. In this case, there are no Nodes at all. There's only a JTable and a DefaultTableModel, i.e., all pure Java Swing. So, how does it work? To follow the logic, it makes sense to create the example yourself, starting with the Stock object: public class Stock {     String name;     String desc;     public Stock() {     }     public Stock(String name, String desc) {         this.name = name;         this.desc = desc;     }     public String getDesc() {         return desc;     }     public String getName() {         return name;     }     public void setDesc(String desc) {         this.desc = desc;     }     public void setName(String name) {         this.name = name;     } } Next, create a new Window Component via the wizard and then rewrite the constructor as follows: public final class MyWindowTopComponent extends TopComponent {     private final InstanceContent ic = new InstanceContent();     public MyWindowTopComponent() {         initComponents();         //Statically create a few stocks,         //in reality these would come from a data source         //of some kind:         List<Stock> list = new ArrayList();         list.add(new Stock("AMZN", "Amazon"));         list.add(new Stock("BOUT", "About.com"));         list.add(new Stock("Something", "Something.com"));         //Create a JTable, passing the List above         //to a DefaultTableModel:         final JTable table = new JTable(StockTableModel (list));         //Whenever the mouse is clicked on the table,         //somehow construct a new Stock object //(or get it from the List above) and publish it:         table.addMouseListener(new MouseAdapter() {             @Override             public void mousePressed(MouseEvent e) {                 int selectedColumn = table.getSelectedColumn();                 int selectedRow = table.getSelectedRow();                 Stock s = new Stock();                 if (selectedColumn == 0) {                     s.setName(table.getModel().getValueAt(selectedRow, 0).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 1).toString());                 } else {                     s.setName(table.getModel().getValueAt(selectedRow, 1).toString());                     s.setDesc(table.getModel().getValueAt(selectedRow, 0).toString());                 }                 ic.set(Collections.singleton(s), null);             }         });         JScrollPane scrollPane = new JScrollPane(table);         add(scrollPane, BorderLayout.CENTER);         //Put the dynamic InstanceContent into the Lookup:         associateLookup(new AbstractLookup(ic));     }     private DefaultTableModel StockTableModel (List<Stock> stockList) {         DefaultTableModel stockTableModel = new DefaultTableModel() {             @Override             public boolean isCellEditable(int row, int column) {                 return false;             }         };         Object[] columnNames = new Object[2];         columnNames[0] = "Symbol";         columnNames[1] = "Name";         stockTableModel.setColumnIdentifiers(columnNames);         Object[] rows = new Object[2];         ListIterator<Stock> stockListIterator = stockList.listIterator();         while (stockListIterator.hasNext()) {             Stock nextStock = stockListIterator.next();             rows[0] = nextStock.getName();             rows[1] = nextStock.getDesc();             stockTableModel.addRow(rows);         }         return stockTableModel;     }     ...     ...     ... And now, since you're publishing a new Stock object whenever the user clicks in the table, you can create loosely coupled Actions, like this: @ActionID(category = "Edit", id = "org.my.ui.ShowStockAction") @ActionRegistration(iconBase = "org/my/ui/Datasource.gif", displayName = "#CTL_ShowStockAction") @ActionReferences({     @ActionReference(path = "Menu/File", position = 1300),     @ActionReference(path = "Toolbars/File", position = 300) }) @Messages("CTL_ShowStockAction=Show Stock") public final class ShowStockAction implements ActionListener {     private final Stock context;     public ShowStockAction(Stock context) {         this.context = context;     }     @Override     public void actionPerformed(ActionEvent ev) {         StatusDisplayer.getDefault().setStatusText(context.getName() + " / " + context.getDesc());     } }

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  • WCF/webservice architecture question

    - by M.R.
    I have a requirement to create a webservice to expose certain items from a CMS as a web service, and I need some suggestions - the structure of the items is as such: item - field 1 - field 2 - field 3 - field 4 So, one would think that the class for this will be: public class MyItem { public string ItemName { get; set; } public List<MyField> Fields { get; set; } } public class MyField { public string FieldName { get; set; } public string FieldValue { get; set; } //they are always string (except - see below) } This works for when its always one level deep, but sometimes, one of the fields is actually a point to ANOTHER item (MyItem) or multiple MyItem (List<MyItem>), so I thought I would change the structure of MyField as follows, to make FieldValue as object; public class MyField { public string FieldName { get; set; } public object FieldValue { get; set; } //changed to object } So, now, I can put whatever I want in there. This is great in theory, but how will clients consume this? I suspect that when users make a reference to this web service, they won't know which object is being returned in that field? This seems like a not-so-good design. Is there a better approach to this?

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • EJB Persist On Master Child Relationship

    - by deepak.siddappa(at)oracle.com
    Let us take scenario where in users wants to persist master child relationship. Here will have two tables dept, emp (using Scott Schema) which are having master child relation.Model Diagram: Here in the above model diagram, Dept is the Master table and Emp is child table and Dept is related to emp by one to n relationship. Lets assume we need to make new entries in emp table using EJB persist method. Create a Emp form manually dropping the fields, where deptno will be dropped as Single Selection -> ADF Select One Choice (which is a foreign key in emp table) from deptFindAll DC. Make sure to bind all field variables in backing bean.Employee Form:Once the Emp form created, If the persistEmp() method is used to commit the record this will persist all the Emp fields into emp table except deptno, because the deptno will be passed as a Object reference in persistEmp method  (Its foreign key reference). So directly deptno can't be passed to the persistEmp method instead deptno should be explicitly set to the emp object, then the persist will save the deptno to the emp table.Below solution is one way of work around to achieve this scenario -Create a method in sessionBean for adding emp records and expose this method in DataControl.     For Ex: Here in the below code 'em" is a EntityManager.            private EntityManager em - will be member variable in sessionEJBBeanpublic void addEmpRecord(String ename, String job, BigDecimal deptno) { Emp emp = new Emp(); emp.setEname(ename); emp.setJob(job); //setting the deptno explicitly Dept dept = new Dept(); dept.setDeptno(deptno); //passing the dept object emp.setDept(dept); //persist the emp object data to Emp table em.persist(emp); }From DataControl palette Drop addEmpRecord as Method ADF button, In Edit action binding window enter the parameter values which are binded in backing bean.     For Ex:     If the name deptno textfield is binded with "deptno" variable in backing bean, then El Expression Builder pass value as "#{backingbean.deptno.value}"Binding:

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  • Should mock objects for tests be created at a high or low level

    - by Danack
    When creating unit tests for those other objects, what is the best way to create mock objects that provide data to other objects. Should they be created at a 'high level' and intercept the calls as soon as possible, or should they be done at a 'low level' and so make as much as the real code still be called? e.g. I'm writing a test for some code that requires a NoteMapper object that allows Notes to be loaded from the DB. class NoteMapper { function getNote($sqlQueryFactory, $noteID) { // Create an SQL query from $sqlQueryFactory // Run that SQL // if null // return null // else // return new Note($dataFromSQLQuery) } } I could either mock this object at a high level by creating a mock NoteMapper object, so that there are no calls to the SQL at all e.g. class MockNoteMapper { function getNote($sqlQueryFactory, $noteID) { //$mockData = {'Test Note title', "Test note text" } // return new Note($mockData); } } Or I could do it at a very low level, by creating a MockSQLQueryFactory that instead of actually querying the database just provides mock data back, and passing that to the current NoteMapper object. It seems that creating mocks at a high level would be easier in the short term, but that in the long term doing it at a low level would be more powerful and possibly allow more automation of tests e.g. by recording data in an out of a DB and then replaying that data for tests. Is there a recommended way of creating mocks? Are there any hard and fast rules about which are better, or should they both be used where appropriate?

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • Space-efficient data structures for broad-phase collision detection

    - by Marian Ivanov
    As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) space. It's so slow, it's useless if n isn't really small. for (i=1;i<objects;i++){ for(j=0;j<i;j++) narrowPhase(i,j); }; Sorted arrays: Sort the objects, so that you get O(n^(2-1/k)) for k dimensions O(n^1.5) for 2d and O(n^1.67) for 3d and O(n) space. Assuming the space is 2D and sortedArray is sorted so that if the object begins in sortedArray[i] and another object ends at sortedArray[i-1]; they don't collide Heaps of stacks: Divide the objects between a heap of stacks, so that you only have to check the bucket, its children and its parents - O(n log n) time, but O(n^2) space. This is probably the most frequently used approach. Is there a way of having O(n log n) time with less space? When is it more efficient to use sorted arrays over heaps and vice versa?

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  • What to Return with Async CRUD methods

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • How to make Unity 3D work with Bumblebee using the Intel chipset

    - by EboMike
    I have a Sony VAIO S laptop with the dreaded Optimus and finally managed to get Bumblebee to work fully on Ubuntu 12.04 so that I can utilize both the hardware acceleration of the Intel chipset as well as the Nvidia one via optirun and/or bumble-app-settings. However, the desktop effects don't work. But they should, I vaguely remember that they worked for a while before I had Bumblebee installed. This is what I get with the support test: :~$ /usr/lib/nux/unity_support_test -p Xlib: extension "NV-GLX" missing on display ":0". OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 1.4 (2.1 Mesa 8.0.2) Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: no GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no First of all, I kind of doubt that the chipset doesn't support VBOs (essentially a standard feature in GL). Neither Xorg.0.log nor Xorg.8.log show any particular errors. As for the Nvidia drivers: In order to get them to work, I had to install the 304.22 drivers (older ones wouldn't work). They clobbered libglx.so, so I reinstated the xserver-xorg-core libglx.so in its original place, moved Nvidia's libglx.so to an nvidia-specific folder and specified that folder in the bumblebee.config. That seems to work and shouldn't cause the problem I see here. For fun, I tried to use the Nvidia chipset for Unity, but that didn't fly either: ~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 640M LE/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 304.22 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no

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  • Can I set my Optimus Nvidia card to run Unity3D with bumblebee?

    - by manuhalo
    I'd like to know whether I can run compiz on my Nvidia card to speed things up. It's a Dell XPS15 laptop but I'm mostly using it as a desktop, so battery life is not important. Apparently my Intel integrated card is able to run unity 3D, but my Nvidia GT 420M is not. Here's the output of unity_support_test, both with optirun and without it: manuhalo@Ubuntu-XPS-L501X:~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 420M/PCI/SSE2 OpenGL version string: 4.1.0 NVIDIA 280.13 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no manuhalo@Ubuntu-XPS-L501X:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ironlake Mobile OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes Any ideas of why this is happening? Thanks in advance to anyone able to shed some light on this. What I have tried: Installed the v290 drivers from the x-stable PPA. Tried forcing Unity-3D to work by telling Unity to ignore the unity-support-test results i.e. gksudo gedit /etc/environment add the following UNITY_FORCE_START=1 to the end of the file.

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  • Moving objects colliding when using unalligned collision avoidance (steering)

    - by James Bedford
    I'm having trouble with unaligned collision avoidance for what I think is a rare case. I have set two objects to move towards each other but with a slight offset, so one of the objects is moving slightly upwards, and one of the objects is moving slightly downwards. In my unaligned collision avoidance steering algorithm I'm finding the points on the object's forward line and the other object's forward line where these two lines are the closest. If these closest points are within a collision avoidance distance, and if the distance between them is smaller than the two radii of the two object's bounding spheres, then the objects should steer away in the appropriate direction. The problem is that for my case, the closest points on the lines are calculated to be really far away from the actual collision point. This is because the two forward lines for each object are moving away from each other as the objects pass. The problem is that because of this, no steering takes place, and the two objects partially collide. Does anyone have any suggestions as to how I can correctly calculate the point of collision? Perhaps by somehow taking into account the size of the two objects?

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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  • How to Generate a Create Table DDL Script Along With Its Related Tables

    - by Compudicted
    Have you ever wondered when creating table diagrams in SQL Server Management Studio (SSMS) how slickly you can add related tables to it by just right-clicking on the interesting table name? Have you also ever needed to script those related tables including the master one? And you discovered you have dozens of related tables? Or may be no SSMS at your disposal? That was me one day. Well, creativity to the rescue! I Binged and Googled around until I found more or less what I wanted, but it was all involving T-SQL, yeah, a long and convoluted CROSS APPLYs, then I saw a PowerShell solution that I quickly adopted to my needs (I am not referencing any particular author because it was a mashup): 1: ########################################################################################################### 2: # Created by: Arthur Zubarev on Oct 14, 2012 # 3: # Synopsys: Generate file containing the root table CREATE (DDL) script along with all its related tables # 4: ########################################################################################################### 5:   6: [System.Reflection.Assembly]::LoadWithPartialName('Microsoft.SqlServer.SMO') | out-null 7:   8: $RootTableName = "TableName" # The table name, no schema name needed 9:   10: $srv = new-Object Microsoft.SqlServer.Management.Smo.Server("TargetSQLServerName") 11: $conContext = $srv.ConnectionContext 12: $conContext.LoginSecure = $True 13: # In case the integrated security is not used uncomment below 14: #$conContext.Login = "sa" 15: #$conContext.Password = "sapassword" 16: $db = New-Object Microsoft.SqlServer.Management.Smo.Database 17: $db = $srv.Databases.Item("TargetDatabase") 18:   19: $scrp = New-Object Microsoft.SqlServer.Management.Smo.Scripter($srv) 20: $scrp.Options.NoFileGroup = $True 21: $scrp.Options.AppendToFile = $False 22: $scrp.Options.ClusteredIndexes = $False 23: $scrp.Options.DriAll = $False 24: $scrp.Options.ScriptDrops = $False 25: $scrp.Options.IncludeHeaders = $True 26: $scrp.Options.ToFileOnly = $True 27: $scrp.Options.Indexes = $False 28: $scrp.Options.WithDependencies = $True 29: $scrp.Options.FileName = 'C:\TEMP\TargetFileName.SQL' 30:   31: $smoObjects = New-Object Microsoft.SqlServer.Management.Smo.UrnCollection 32: Foreach ($tb in $db.Tables) 33: { 34: Write-Host -foregroundcolor yellow "Table name being processed" $tb.Name 35: 36: If ($tb.IsSystemObject -eq $FALSE -and $tb.Name -eq $RootTableName) # feel free to customize the selection condition 37: { 38: Write-Host -foregroundcolor magenta $tb.Name "table and its related tables added to be scripted." 39: $smoObjects.Add($tb.Urn) 40: } 41: } 42:   43: # The actual act of scripting 44: $sc = $scrp.Script($smoObjects) 45:   46: Write-host -foregroundcolor green $RootTableName "and its related tables have been scripted to the target file." Enjoy!

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  • Scaling along an arbitrary axis (Dealing with non-uniform scale)

    - by Jon
    I'm trying to build my own little engine to get more familiar with the concepts of 3D programming. I have a transform class that on each frame it creates a Scaling Matrix (S), a Rotation Matrix from a Quaternion (R) and concatenates them together (S*R). Once i have SR, I insert the translation values into the bottom of the three columns. So i end up with a transformation matrix that looks like: [SR SR SR 0] [SR SR SR 0] [SR SR SR 0] [tx ty tz 1] This works perfectly in all cases except when rotating an object that has a non-uniform scale. For example a unit cube with ScaleX = 4, ScaleY = 2, ScaleZ = 1 will give me a rectangular box that is 4 times as wide as the depth and twice as high as the depth. If i then translate this around, the box stays the same and looks normal. The problem happens whenever I try to rotate this scaled box. The shape itself becomes distorted and it appears as though the Scale factors are affecting the object on the World X,Y,Z axis rather than the local X,Y,Z axis of the object. I've done some pretty extensive research through a variety of textbooks (Eberly, Moller/Hoffman, Phar etc) and there isn't a ton there to go off of. Online, most of the answers say to avoid non-uniform scaling which I understand the desire to avoid it, but I'd still like to figure out how to support it. The only thing I can think off is that when constructing a Scale Matrix: [sx 0 0 0] [0 sy 0 0] [0 0 sz 0] [0 0 0 1] This is scaling along the World Axis instead of the object's local Direction, Up and Right vectors or it's local Z, Y, X axis. Does anyone have any tips or ideas on how to handle construction a transformation matrix that allows for non-uniform scaling and rotation? Thanks!

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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  • Dealing with the node.js callback pyramid

    - by thecoop
    I've just started using node, and one thing I've quickly noticed is how quickly callbacks can build up to a silly level of indentation: doStuff(arg1, arg2, function(err, result) { doMoreStuff(arg3, arg4, function(err, result) { doEvenMoreStuff(arg5, arg6, function(err, result) { omgHowDidIGetHere(); }); }); }); The official style guide says to put each callback in a separate function, but that seems overly restrictive on the use of closures, and making a single object declared in the top level available several layers down, as the object has to be passed through all the intermediate callbacks. Is it ok to use function scope to help here? Put all the callback functions that need access to a global-ish object inside a function that declares that object, so it goes into a closure? function topLevelFunction(globalishObject, callback) { function doMoreStuffImpl(err, result) { doMoreStuff(arg5, arg6, function(err, result) { callback(null, globalishObject); }); } doStuff(arg1, arg2, doMoreStuffImpl); } and so on for several more layers... Or are there frameworks etc to help reduce the levels of indentation without declaring a named function for every single callback? How do you deal with the callback pyramid?

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • Adjusting the rate of movement of different objects on the same timer

    - by theUg
    I have a series of objects moving along the straight lines. I want to implement slight changes of velocity of each of the object. Constraint is existing model of animation. I am new to this, and not sure if it is the best way to accommodate varying speeds, but what do I know? It is a Java application that repaints the panel every time the timer expires. Timer is set via swing.Timer object that is set by timer delay constant. Every time the game is stepped objects’ coordinates advanced by an increment constant. Most of the objects are of the same class. Is there fairly easy way to refactor existing system to allow changing velocity for an individual object? Is there some obvious common solution I am not aware about? Idea I am having right now is to set timer delay fairly small, and only move objects every so many cycles of animation so that the apparent speed can be adjusted by varying how often they get moved. But that seems fairly involved, and I do not think it is the most elegant solution in terms of performance what with repainting the whole frame every 3-5 milliseconds. Can it be done by advancing the objects so many (varying) times during the certain interval (let’s say 35ms for something like 28fps), and use repaint() method to redraw just individual object? Do I need to mess with pausing animation for smoothness at higher redraw rates? Is it common practise to check for collision at larger step interval, but draw animation a lot more frequently?

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  • Enterprise Instrumentation: The 'sessionName' parameter of value 'TraceSession' is not valid

    - by Michael Freidgeim
    We are still using Enterprise Instrumentation(that was created during .Net 1.1 time)In new Server 2008 environment and IIS 7 we have the following errors:The 'sessionName' parameter of value 'TraceSession' is not valid. A trace session of this name does not exist in the TraceSessions configuration file for Windows Trace Session Manager service. Ensure that a session of this name exists in the TraceSessions configuration file and that the Windows Trace Session Manager service is started.   at Microsoft.EnterpriseInstrumentation.EventSinks.TraceEventSink..ctor(IDictionary parameters, EventSource eventSource)   --- End of inner exception stack trace ---   at System.RuntimeMethodHandle._InvokeConstructor(IRuntimeMethodInfo method, Object[] args, SignatureStruct& signature, RuntimeType declaringType)   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)   at Microsoft.EnterpriseInstrumentation.EventSinks.EventSink.CreateNewEventSinks(DataRow[] eventSinkRows, EventSource eventSource)I’ve seen the same errors on development Win7 machines when using IIS. It seems not a problem on Cassini.I've checked ,that Windows Trace Session Manager Service has started and The file C:\Program Files (x86)\Microsoft Enterprise Instrumentation\Bin\Trace Service\TraceSessions.config has corresponding entry<?xml version="1.0" encoding="utf-8" ?><configuration >                <defaultParameters minBuffers="4" maxFileSize="10" maxBuffers="25" bufferSize="20" logFileMode="sequential" flushTimer="3" />                <sessionList>                                 <session name="TraceSession" enabled="false" fileName="C:\Program Files (x86)\Microsoft Enterprise Instrumentation\Bin\Trace Service\Logs\TraceLog.log" />                </sessionList></configuration>The errors still continue, but I was able to disable  the parameter in  eventSink configuration   <eventSink name=" traceSink" description=" Outputs events to the Windows Event Trace." type ="Microsoft.EnterpriseInstrumentation.EventSinks.TraceEventSink ">                <!-- MNF disabled parameter to  avoid error "The 'sessionName' parameter of value 'TraceSession' is not valid"                      < parameter name ="sessionName " value ="TraceSession " />                    -->    </ eventSink>Related old post http://bytes.com/topic/net/answers/104761-enterprise-instrumentation-windows-trace-session-managerOne day I wish to replace all EnterpriseInstrumentation calls with NLog.

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  • Should you always pass the bare minimum data needed into a function

    - by Anders Holmström
    Let's say I have a function IsAdmin that checks whether a user is an admin. Let's also say that the admin checking is done by matching user id, name and password against some sort of rule (not important). In my head there are then two possible function signatures for this: public bool IsAdmin(User user); public bool IsAdmin(int id, string name, string password); I most often go for the second type of signature, thinking that: The function signature gives the reader a lot more info The logic contained inside the function doesn't have to know about the User class It usually results in slightly less code inside the function However I sometimes question this approach, and also realize that at some point it would become unwieldy. If for example a function would map between ten different object fields into a resulting bool I would obviously send in the entire object. But apart from a stark example like that I can't see a reason to pass in the actual object. I would appreciate any arguments for either style, as well as any general observations you might offer. I program in both object oriented and functional styles, so the question should be seen as regarding any and all idioms.

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