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  • Is there really Object-relational impedance mismatch?

    - by user52763
    It is always stated that it is hard to store applications objects in relational databases - the object-relational impedance mismatch - and that is why Document databases are better. However, is there really an impedance mismatch? And object has a key (albeit it may be hidden away by the runtime as a pointer to memory), a set of values, and foreign keys to other objects. Objects are as much made up of tables as it is a document. Neither really fit. I can see a use for databases to model the data into specific shapes for scenarios in the application - e.g. to speed up database lookup and avoid joins, etc., but won't it be better to keep the data as normalized as possible at the core, and transform as required?

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  • Some datatypes doesn't honor localization

    - by Peter Larsson
    This bug has haunted me for a while, until today when I decided to not accept it anymore. So I filed a bug over at connect.microsoft.com, https://connect.microsoft.com/SQLServer/feedback/details/636074/some-datatypes-doesnt-honor-localization, and if you feel the way I do, please vote for this bug to be fixed. Here is a very simple repro of the problem DECLARE  @Sample TABLE          (              a DECIMAL(38, 19),              b FLOAT          ) INSERT   @Sample          (              a,              b          ) VALUES   (1E / 7E, 1E / 7E) SELECT   * FROM     @Sample Here is the actual output.                                       a                      b --------------------------------------- ----------------------                   0.1428571428571428400      0,142857142857143   I think that both columns should have the same decimal separator, don't you? //Peter

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  • Understanding how to create/use textures for games when limited by power of two sizes

    - by Matthias Reisner
    I have some questions about the creating graphics for a game. As an example. I want to create a motorbike. (1pixel = 1centimeter) So my motorbike will have 200 width and 150 height. (200x150) But the libgdx only allows to load sizes with the power of 2?! (2,4,8,16,...) First I thought about that way. I will create my bike with the size (200x150) and save it as png. Than I will open it again (e.g. with gimp) resize the image to a size which uses values with power of 2 (128x128). I will load that as texture in the programm and set width as 200 and height as 150. But wouldn't it be a problem? Because I will lose some pixel information when I make the first conversation.?! Isn't it?

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  • Is there a way to procedurally generate the history of a world?

    - by pdusen
    I am somewhat intrigued by the diagram found here representing 1800 years of cultural history in an imaginary world some guy created. This sort of thing would seem to have strong applications for game development, insofar as world design. It looks like he did this diagram by hand. What I'm interested in is seeing if there is a way to create this sort of diagram programatically. If you were tasked with generating diagrams in the style of the above from random values, how would you go about it? Are there any particular data structures or algorithms that you would consider?

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  • Thread problem updating Windows Forms control in XNA C#

    - by Luis
    I'm development a network card game, and for now i've two players connected but there is a problem with one of them, this one can't do anything on the game. Looks that screen was blocked. I'm think that is because a code i used before. That code is: if (InvokeRequired) { this.Invoke(new MethodInvoker(delegate { ... })); return; } The code above is surrounding code to changing Button values, make connection with server and create game window. Without this code a warning is shown. InvalidOperationException was unhandled Cross-thread operation not valid: Control 'startGameButton' accessed from a thread other than the thread it was created on.

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  • Escaping In Expressions

    The expressions language is a C style syntax, so you may need to escape certain characters, for example: "C:\FolderPath\" + @VariableName Should be "C:\\FolderPath\\" + @VariableName Another use of the escape sequence allows you to specify character codes, like this \xNNNN, where NNNN is the Unicode character code that you want. For example the following expression will produce the same result as the previous example as the Unicode character code 005C equals a back slash character: "C:\x005CFolderPath\x005C" + @VariableName For more information about Unicode characters see http://www.unicode.org/charts/ Literals are also supported within expressions, both string literals using the common escape sequence syntax as well as modifiers which influence the handling of numeric values. See the "Literals (SSIS)":http://msdn2.microsoft.com/en-US/library/ms141001(SQL.90).aspx topic. Using the Unicode escaped character sequence you can make up for the lack of a CHAR function or equivalent.

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  • Two new features in November 2009 CTP

    - by kaleidoscope
    Windows Azure Diagnostics Managed Library: The new Diagnostics API enables logging using standard .NET APIs. The Diagnostics API provides built-in support for collecting standard logs and diagnostic information, including the Windows Azure logs, IIS 7.0 logs, Failed Request logs, crash dumps, Windows Event logs, performance counters, and custom logs. Variable-size Virtual Machines (VMs): Developers may now specify the size of the virtual machine to which they wish to deploy a role instance, based on the role's resource requirements. The size of the VM determines the number of CPU cores, the memory capacity, and the local file system size allocated to a running instance. e.g.: <WebRole name=”WebRole1” vmsize=”ExtraLarge”> Supported values for the ‘vmsize’ are: 1. Small 2. Medium 3. Large 4.       ExtraLarge More information for Diagnostics Managed Library can be found at: http://msdn.microsoft.com/en-us/library/ee758705.aspx   Girish, A

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  • yield – Just yet another sexy c# keyword?

    - by George Mamaladze
    yield (see NSDN c# reference) operator came I guess with .NET 2.0 and I my feeling is that it’s not as wide used as it could (or should) be.   I am not going to talk here about necessarity and advantages of using iterator pattern when accessing custom sequences (just google it).   Let’s look at it from the clean code point of view. Let's see if it really helps us to keep our code understandable, reusable and testable.   Let’s say we want to iterate a tree and do something with it’s nodes, for instance calculate a sum of their values. So the most elegant way would be to build a recursive method performing a classic depth traversal returning the sum.           private int CalculateTreeSum(Node top)         {             int sumOfChildNodes = 0;             foreach (Node childNode in top.ChildNodes)             {                 sumOfChildNodes += CalculateTreeSum(childNode);             }             return top.Value + sumOfChildNodes;         }     “Do One Thing” Nevertheless it violates one of the most important rules “Do One Thing”. Our  method CalculateTreeSum does two things at the same time. It travels inside the tree and performs some computation – in this case calculates sum. Doing two things in one method is definitely a bad thing because of several reasons: ·          Understandability: Readability / refactoring ·          Reuseability: when overriding - no chance to override computation without copying iteration code and vice versa. ·          Testability: you are not able to test computation without constructing the tree and you are not able to test correctness of tree iteration.   I want to spend some more words on this last issue. How do you test the method CalculateTreeSum when it contains two in one: computation & iteration? The only chance is to construct a test tree and assert the result of the method call, in our case the sum against our expectation. And if the test fails you do not know wether was the computation algorithm wrong or was that the iteration? At the end to top it all off I tell you: according to Murphy’s Law the iteration will have a bug as well as the calculation. Both bugs in a combination will cause the sum to be accidentally exactly the same you expect and the test will PASS. J   Ok let’s use yield! That’s why it is generally a very good idea not to mix but isolate “things”. Ok let’s use yield!           private int CalculateTreeSumClean(Node top)         {             IEnumerable<Node> treeNodes = GetTreeNodes(top);             return CalculateSum(treeNodes);         }             private int CalculateSum(IEnumerable<Node> nodes)         {             int sumOfNodes = 0;             foreach (Node node in nodes)             {                 sumOfNodes += node.Value;             }             return sumOfNodes;         }           private IEnumerable<Node> GetTreeNodes(Node top)         {             yield return top;             foreach (Node childNode in top.ChildNodes)             {                 foreach (Node currentNode in GetTreeNodes(childNode))                 {                     yield return currentNode;                 }             }         }   Two methods does not know anything about each other. One contains calculation logic another jut the iteration logic. You can relpace the tree iteration algorithm from depth traversal to breath trevaersal or use stack or visitor pattern instead of recursion. This will not influence your calculation logic. And vice versa you can relace the sum with product or do whatever you want with node values, the calculateion algorithm is not aware of beeng working on some tree or graph.  How about not using yield? Now let’s ask the question – what if we do not have yield operator? The brief look at the generated code gives us an answer. The compiler generates a 150 lines long class to implement the iteration logic.       [CompilerGenerated]     private sealed class <GetTreeNodes>d__0 : IEnumerable<Node>, IEnumerable, IEnumerator<Node>, IEnumerator, IDisposable     {         ...        150 Lines of generated code        ...     }   Often we compromise code readability, cleanness, testability, etc. – to reduce number of classes, code lines, keystrokes and mouse clicks. This is the human nature - we are lazy. Knowing and using such a sexy construct like yield, allows us to be lazy, write very few lines of code and at the same time stay clean and do one thing in a method. That's why I generally welcome using staff like that.   Note: The above used recursive depth traversal algorithm is possibly the compact one but not the best one from the performance and memory utilization point of view. It was taken to emphasize on other primary aspects of this post.

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  • How do I programatically determine which port a SQL Server is running on?

    - by Ralph Willgoss
    How do I programatically determine which port a SQL Server is running on?/*===== Param ref for xp_readerrorlog ===1. Value of error log file you want to read: 0 = current, 1 = Archive #1, 2 = Archive #2, etc...2. Log file type: 1 or NULL = error log, 2 = SQL Agent log3. Search string 1: String one you want to search for4. Search string 2: String two you want to search for to further refine the results5. Search from start time6. Search to end time7. Sort order for results: N'asc' = ascending, N'desc' = descendingHow many error logs do I have?SMSStudio -> Management -> SQL Server Logs -> (right click) -> configure = see values*/USE MasterGO--  get log countDECLARE @logcount intDROP TABLE #ResultCREATE TABLE #Result (ArchiveNo int, Date datetime, Size int)INSERT INTO #ResultEXEC xp_enumerrorlogsSET @logcount = (SELECT COUNT(*) FROM #Result)-- search logsDECLARE @counter intSET @counter = 0WHILE @counter <= @logcountBEGIN    EXEC xp_readerrorlog @counter, 1, N'Server is listening on', 'any', NULL, NULL, N'asc'    SET @counter = @counter + 1ENDGO

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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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  • Grub does not autoboot the default option after upgrade to 12.10

    - by Petr Kozelka
    I recently upgraded Ubuntu from 12.04 to 12.10 and since that time, the system does not automatically boot. It always opens the boot menu, and I have to press Enter to make it boot Ubuntu. It seems to be ignoring the timeout value, and using a 'neverending' timeout. There are no other systems (no dual boot), only the options originally installed by default Ubuntu 12.04 installation. My /etc/default/grub has only these effective options: GRUB_DEFAULT='Ubuntu' GRUB_HIDDEN_TIMEOUT=1 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=1 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" GRUB_CMDLINE_LINUX="" GRUB_TERMINAL=console I experimented with GRUB_DEFAULT, giving it values '0', '1', 'Ubuntu' but nothing helps. Yes I always run update-grub afterwards. How can I make the system booting again ?

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  • Rotate a vector by given degrees (errors when value over 90)

    - by Ivan
    I created a function to rotate a vector by a given number of degrees. It seems to work fine when given values in the range -90 to +90. Beyond this, the amount of rotation decreases, i.e., I think objects are rotating the same amount for 80 and 100 degrees. I think this diagram might be a clue to my problem, but I don't quite understand what it's showing. Must I use a different trig function depending on the radians value? The programming examples I've been able to find look similar to mine (not varying the trig functions). Vector2D.prototype.rotate = function(angleDegrees) { var radians = angleDegrees * (Math.PI / 180); var ca = Math.cos(radians); var sa = Math.sin(radians); var rx = this.x*ca - this.y*sa; var ry = this.x*sa + this.y*ca; this.x = rx; this.y = ry; };

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  • How are Java ByteBuffer's limit and position variable's updated?

    - by Dummy Derp
    There are two scenarios: writing and reading Writing: Whenever I write something to the ByteBuffer by calling its put(byte[]) method the position variable is incremented as: current position + size of byte[] and limit stays at the max. If, however, I put the data in a view buffer then I will have to, manually, calculate and update the position Before I call the write(ByteBuffer) method of the channel to write something, I will have to flip() the Bytebuffer so that position points to zero and limit points to the last byte that was written to the ByteBuffer. Reading: Whenever I call the read(ByteBuffer) method of a channel to read something, the position variable stays at 0 and the limit variable of the ByteBuffer points to the last byte that was read. So, if the ByteBuffer is smaller than the file being read, the limit variable is pushed to max This means that the ByteBuffer is already flipped and I can proceed to extracting the values from the ByteBuffer. Please, correct me where I am wrong :)

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  • Add entries to Nautilus' right-click menu (copy, move to arbitrary directories)

    - by qbi
    Assume I want to copy a file from /home/foo/bar/baz to /opt/quuz/dir1/option3. When I try it with Nautilus, first I have to open the correct directory, copy the file, go to the other directory and paste it there. I was thinking of a better way and old KDE3 versions of Konqueror came to mind. It was possible to right-click on a file. The context menu had an option for copying, moving the file to some default directories. Furthermore you could select any directory under /. So for the above action one would right click on a file, select /opt first, a list of subdirectories will open, select /opt/quuz and so on. Using GNOME there are only two possible values (home and desktop). Is there any way to insert more directories to this context menu in GNOME? Can I copy somehow the behaviour of Konqueror?

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  • Texturize a shape of multiple triangles in 2D

    - by Deukalion
    This is an example of a shape consisting of multiple points, triangles and eventually a shape: Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y) If I have a Texture of a certain size, how do I texturize this area in the best way so that the texture inside the shape matches the shape and does not overlap anywhere? Perhaps also with a chance to scale the texture in case it's too small or to big for the shape, but still so that it gets rendered correctly. Do I treat the shape as a rectangle? Figure out it's 4 corners? Or do I calculate the distance between Center - (Texture Width / 2) and Point (to see how "many" times the texture can fit between on that axis to estimate at what Coordinates the Texture should be at that certain point? I've looked at Texture Mapping but haven't found any concrete examples that it explains it well, it's also confusing with 0.0-1.0 values for Texture Coordinates.

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  • Handy Javascript array Extensions &ndash; distinct()

    - by Liam McLennan
    The following code adds a method to javascript arrays that returns a distinct list of values. Array.prototype.distinct = function() { var derivedArray = []; for (var i = 0; i < this.length; i += 1) { if (!derivedArray.contains(this[i])) { derivedArray.push(this[i]) } } return derivedArray; }; and to demonstrate: alert([1,1,1,2,2,22,3,4,5,6,7,5,4].distinct().join(',')); This produces 1,2,22,3,4,5,6,7

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  • Lazy HTML attributes wrapping in Internet Explorer

    - by AGS777
    Having encountered this Internet Explorer (all versions) behavior several times previously, I eventually decided to share this most probably useless knowledge. Excuse my lengthy explanations because I am going to show the behavior along with a very simple case when one can come across it inadvertently. Let's say I want to implement some simple templating solution in JavaScript. I wrote an HTML template with an intention to bind data to it on the client side: Please note, that name of the “sys-template” class is just a coincidence. I do not use any ASP.NET AJAX code in this simple example. As you can see we need to replace placeholders (property name wrapped with curly braces) with actual data. Also, as you can see, many of the placeholders are situated within attribute values and it is where the danger lies. I am going to use <a /> element HTML as a template and replace each placeholder pattern with respective properties’ values with a little bit of jQuery like this: You can find complete code along with the contextFormat() method definition at the end of the post. Let’s assume that value for the name property (that we want to put in the title attribute) of the first data item is “first tooltip”. So it consists of two words. When the replacement occurred, title attribute should contain the “first tooltip” text which we are going to see as a tooltip for the <a /> element. But let’s run the sample code in Internet Explorer and check it out. What you’ll see is that only the first word of the supposed “title” attribute’s content is shown. So, were is the rest of my attribute and what happened? The answer is obvious once you see the result of jQuery(“.sys-template”).html() line for the given HTML markup. In IE you’ll get the following <A id={id} class={cssClass} title={name} href="{source}" myAttr="{attr}">Link to {source}</A> See any difference between this HTML and the one shown earlier? No? Then look carefully. While the original HTML of the <a /> element is well-formed and all the attributes are correctly quoted, when you take the same HTML back in Internet Explorer (it doesn’t matter whether you use html() method from jQuery library or IE’s innerHTML directly), you lose attributes’ quotes for some of the attributes. Then, after replacement, we’ll get following HTML for our first data item. I marked the attribute value in question with italic: <A id=1 class=first title=first tooltip href="first.html" myAttr="firstAttr">Link to first.html</A> Now you can easily imagine for yourself what happens when this HTML is inserted into the document and why we do not see the second (and any subsequent words if any) of our title attribute in the tooltip. There are still two important things to note. The first one (and it actually the reason why I named the post “lazy wrapping” is that if value of the HTML attribute does contains spaces in the original HTML, then it WILL be wrapped with quotation marks. For example, if I wrote following on my page (note the trailing space for the title attribute value) <a href="{source}" title="{name}  " id="{id}" myAttr="{attr}" class="{cssClass}">Link to {source}</a> then I would have my placeholder quoted correctly and the result of the replacement would render as expected: The second important thing to note is that there are exceptions for the lazy attributes wrapping rule in IE. As you can see href attribute value did not contain spaces exactly as all the other attributes with placeholders, but it was still returned correctly quoted Custom attribute myAttr is also quoted correctly when returned back from document, though its placeholder value does not contain spaces either. Now, on account of the highly unlikely probability that you found this information useful and need a solution to the problem the aforementioned behavior introduces for Internet Explorer browser, I can suggest a simple workaround – manually quote the mischievous attributes prior the placeholder pattern is replaced. Using the code of contextFormat() method shown below, you would need to add following line right before the return statement: result = result.replace(/=({([^}]+)})/g, '="$1"'); Below please find original sample code:

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  • Habanero

    - by csharp-source.net
    An Enterprise Application Framework for .Net that is ideally suited for developing applications in an agile manner. The framework is used for producing an application from the data layer through to the front-end. Free open source under the LGPL license, it includes ORM, code generation and runtime UI generation to create one application for the desktop & web. Features: * ORM: Map database tables to objects in code * Persist property values to and from the database * Define all mapping in a single XML file * Switch between database vendors with one setting * Support for MySQL, MS Sql Server, MS Access, Oracle, PostgreSQL, SQLite, Firebird * FireStarter GUI class definitions xml manager * Generate user interfaces and map properties to controls * Develop for both desktop (with Windows Forms) and web (with Gizmox' Visual WebGUI) * Generate new projects and code files * Generate UI forms from templates * Reverse engineer class definitions from existing databases * Support variable data sources, including an in-memory database. Ships with Firestarter a free database reverse engineering, Domain Modelling and Code Generator.

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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 remove java.sql.BatchUpdateException in Grails? [closed]

    - by aman.nepid
    I have a domain like this: class BusinessOrganization { static hasMany = [organizationBusinessTypes:OrganizationBusinessType] String name String icon static constraints = { name(blank:false,unique:true) icon(unique:true) } String toString() { return "${name}" } } When I save some data for first time it works fine. But when by the next time it shows this error : Error 500: Internal Server Error URI /nLocatePortal/businessOrganization/save Class java.sql.BatchUpdateException Message Batch entry 0 insert into business_organization (version, icon, name, id) values ('0', '', 'dddd', '2') was aborted. Call getNextException to see the cause. **Around line 24 of grails-app/controllers/com/nlocate/portal/BusinessOrganizationController.groovy** 21: 22: def save() { 23: def businessOrganizationInstance = new BusinessOrganization(params) 24: if (!businessOrganizationInstance.save(flush: true)) { 25: render(view: "create", model: [businessOrganizationInstance: businessOrganizationInstance]) 26: return 27: } Please someone help me why this is happening. I am new to Grails. I have not modified the controllers but still I get this error.

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  • Oracle VM Moves into Challenger Position in the Latest Gartner Magic Quadrant

    - by Monica Kumar
    Oracle Innovations boost Oracle VM into Challenger Position in Gartner x86 Server Virtualization Infrastructure Magic Quadrant Oracle VM's placement in the just published Gartner x86 Server Virtualization Infrastructure Magic Quadrant affirms the Oracle strategy and is also supported by strong customer momentum gains. Optimizations delivered in Oracle VM releases during this last year along with easy software access and low cost licensing have moved Oracle’s placement into the Challenger quadrant in a very short time. Oracle continues to focus on delivering a strong integrated virtualization with Oracle VM and the managed stack in the following areas: Integrated management with Oracle VM and all layers of the Oracle stack from hardware to virtualization to cloud Application-Driven virtualization with Oracle VM templates for rapid enterprise application deployment Certified Oracle applications on Oracle VM Complete stack solution offering more values to customers Get a copy of the Magic Quadrant for x86 Server Virtualization Infrastructure report to read more about how Oracle VM rapidly moved up in its new position.

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  • concurrency::index<N> from amp.h

    - by Daniel Moth
    Overview C++ AMP introduces a new template class index<N>, where N can be any value greater than zero, that represents a unique point in N-dimensional space, e.g. if N=2 then an index<2> object represents a point in 2-dimensional space. This class is essentially a coordinate vector of N integers representing a position in space relative to the origin of that space. It is ordered from most-significant to least-significant (so, if the 2-dimensional space is rows and columns, the first component represents the rows). The underlying type is a signed 32-bit integer, and component values can be negative. The rank field returns N. Creating an index The default parameterless constructor returns an index with each dimension set to zero, e.g. index<3> idx; //represents point (0,0,0) An index can also be created from another index through the copy constructor or assignment, e.g. index<3> idx2(idx); //or index<3> idx2 = idx; To create an index representing something other than 0, you call its constructor as per the following 4-dimensional example: int temp[4] = {2,4,-2,0}; index<4> idx(temp); Note that there are convenience constructors (that don’t require an array argument) for creating index objects of rank 1, 2, and 3, since those are the most common dimensions used, e.g. index<1> idx(3); index<2> idx(3, 6); index<3> idx(3, 6, 12); Accessing the component values You can access each component using the familiar subscript operator, e.g. One-dimensional example: index<1> idx(4); int i = idx[0]; // i=4 Two-dimensional example: index<2> idx(4,5); int i = idx[0]; // i=4 int j = idx[1]; // j=5 Three-dimensional example: index<3> idx(4,5,6); int i = idx[0]; // i=4 int j = idx[1]; // j=5 int k = idx[2]; // k=6 Basic operations Once you have your multi-dimensional point represented in the index, you can now treat it as a single entity, including performing common operations between it and an integer (through operator overloading): -- (pre- and post- decrement), ++ (pre- and post- increment), %=, *=, /=, +=, -=,%, *, /, +, -. There are also operator overloads for operations between index objects, i.e. ==, !=, +=, -=, +, –. Here is an example (where no assertions are broken): index<2> idx_a; index<2> idx_b(0, 0); index<2> idx_c(6, 9); _ASSERT(idx_a.rank == 2); _ASSERT(idx_a == idx_b); _ASSERT(idx_a != idx_c); idx_a += 5; idx_a[1] += 3; idx_a++; _ASSERT(idx_a != idx_b); _ASSERT(idx_a == idx_c); idx_b = idx_b + 10; idx_b -= index<2>(4, 1); _ASSERT(idx_a == idx_b); Usage You'll most commonly use index<N> objects to index into data types that we'll cover in future posts (namely array and array_view). Also when we look at the new parallel_for_each function we'll see that an index<N> object is the single parameter to the lambda, representing the (multi-dimensional) thread index… In the next post we'll go beyond being able to represent an N-dimensional point in space, and we'll see how to define the N-dimensional space itself through the extent<N> class. Comments about this post by Daniel Moth welcome at the original blog.

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  • Need help with this question [closed]

    - by Jaime
    Occasionally, multiplying the sizes of nested loops can give an overestimate for the Big-Oh running time. This result happens when an innermost loop is infrequently executed. Give the Big-O analysis of the running time. Implement the following code and run for several values of N, and compare your analysis with the actual running times. for(int i = 1; i <= n; i++) for(int j = 1; j<=i * i; j++) if(j%i == 0) for(int k = 0; k < j; k++) sum++;

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  • Ubuntu on Thinkpad Edge 11/13/14/15

    - by lasseespeholt
    I think a community wiki on problems (and solutions) when installing Ubuntu (10.10) on a Thinkpad Edge 11 would be nice (because I just got one ;)). I'll contribute with my own problems and solutions, and hope others will join too. Thinkwiki entry for the Edge 11 Known problems: No wifi-driver, solution: answer #1, answer #2 Fan is loud, even though it's on auto. No solution. Thinkfan is a possible solution, but correction values for sensors should be supplied (mapping sensors to specific areas). Also, one sensor is between -100C and +100C - maybe some kind of deactivation would help. FN keys stop working: see below. No sound on headphones: see below.

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  • How can I test if a point lies between two parallel lines?

    - by Harold
    In the game I'm designing there is a blast that shoots out from an origin point towards the direction of the mouse. The width of this blast is always going to be the same. Along the bottom of the screen (what's currently) squares move about which should be effected by the blast that the player controls. Currently I am trying to work out a way to discover if the corners of these squares are within the blast's two bounding lines. I thought the best way to do this would be to rotate the corners of the square around an origin point as if the blast were completely horizontal and see if the Y values of the corners were less than or equal to the width of the blast which would mean that they lie within the effected region, but I can't work out

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