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  • Would someone please explain Octree Collisions to me?

    - by A-Type
    I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will occur between planets, ships, asteroids, and the sun. Each of these objects can be subdivided into 'chunks', which I have implemented to speed up rendering (the vertices can and will change often at runtime, so I've separated the buffers). These subdivisions also have bounding primitives to test for collision. All of these objects are made of blocks (yeah, it's that kind of game). Blocks can also be tested for rough collisions, though they do not have individual bounding primitives for memory reasons. I think the rough testing seems to be sufficient, though. So, collision needs to be fairly precise; at block resolution. Some functions rely on two blocks colliding. And, of course, attacking specific blocks is important. Now what I am struggling with is filtering my collision pairs. As I said, I've read a lot about Octrees, but I'm having trouble applying it to my situation as many tutorials are vague with very little code. My main issues are: Are Octrees recalculated each frame, or are they stored in memory and objects are shuffled into different divisions as they move? Despite all my reading I still am not clear on this... the vagueness of it all has been frustrating. How far do Octrees subdivide? Planets in my game are quite large, while asteroids are smaller. Do I subdivide to the size of the planet, or asteroid (where planet is in multiple divisions)? Or is the limit something else entirely, like number of elements in the division? Should I load objects into the octrees as 'chunks' or in the whole, then break into chunks later? This could be specific to my implementation, I suppose. I was going to ask about how big my root needed to be, but I did manage to find this question, and the second answer seems sufficient for me. I'm afraid I don't really get what he means by adding new nodes and doing subdivisions upon adding new objects, probably because I'm confused about whether the tree is maintained in memory or recalculated per-frame.

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  • Sql Table Refactoring Challenge

    Ive been working a bit on cleaning up a large table to make it more efficient.  I pretty much know what I need to do at this point, but I figured Id offer up a challenge for my readers, to see if they can catch everything I have as well as to see if Ive missed anything.  So to that end, I give you my table: CREATE TABLE [dbo].[lq_ActivityLog]( [ID] [bigint] IDENTITY(1,1) NOT NULL, [PlacementID] [int] NOT NULL, [CreativeID] [int] NOT NULL, [PublisherID] [int] NOT NULL, [CountryCode] [nvarchar](10) NOT NULL, [RequestedZoneID] [int] NOT NULL, [AboveFold] [int] NOT NULL, [Period] [datetime] NOT NULL, [Clicks] [int] NOT NULL, [Impressions] [int] NOT NULL, CONSTRAINT [PK_lq_ActivityLog2] PRIMARY KEY CLUSTERED ( [Period] ASC, [PlacementID] ASC, [CreativeID] ASC, [PublisherID] ASC, [RequestedZoneID] ASC, [AboveFold] ASC, [CountryCode] ASC)WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]) ON [PRIMARY] And now some assumptions and additional information: The table has 200,000,000 rows currently PlacementID ranges from 1 to 5000 and should support at least 50,000 CreativeID ranges from 1 to 5000 and should support at least 50,000 PublisherID ranges from 1 to 500 and should support at least 50,000 CountryCode is a 2-character ISO standard (e.g. US) and there is a country table with an integer ID already.  There are < 300 rows. RequestedZoneID ranges from 1 to 100 and should support at least 50,000 AboveFold has values of 1, 0, or 1 only. Period is a date (no time). Clicks range from 0 to 5000. Impressions range from 0 to 5000000. The table is currently write-mostly.  Its primary purpose is to log advertising activity as quickly as possible.  Nothing in the rest of the system reads from it except for batch jobs that pull the data into summary tables. Heres the current information on the database tables size: Design Goals This table has been in use for about 5 years and has performed very well during that time.  The only complaints we have are that it is quite large and also there are occasionally timeouts for queries that reference it, particularly when batch jobs are pulling data from it.  Any changes should be made with an eye toward keeping write performance optimal  while trying to reduce space and improve read performance / eliminate timeouts during read operations. Refactor There are, I suggest to you, some glaringly obvious optimizations that can be made to this table.  And Im sure there are some ninja tweaks known to SQL gurus that would be a big help as well.  Ill post my own suggested changes in a follow-up post for now feel free to comment with your suggestions. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • following a moving sprite

    - by iQue
    Im trying to get my enemies to follow my main-character of the game (2D), but for some reason the game starts lagging like crazy when I do it the way I want to do it, and the following-part dosnt work 100% either, its just 1/24 enemies that comes to my sprite, the other 23 move towards it but stay at a certain point. Might be a poor explenation but dont know how else to put it. Code for moving my enemies: private int enemyX(){ int x = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.x > enemies.get(i).getX()){//pointerPosition is the position of my main-sprite. x = 5; } else{ x=-5; } Log.d(TAG, "happyX HERE: " + controls.pointerPosition.x); Log.d(TAG, "enemyX HERE: " + enemies.get(i).getX()); } return x; } private int enemyY(){ int y = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.y > enemies.get(i).getY()){ y = 5; } else{ y=-5; } } return y; } I send it to the update-method in my Enemy-class: private void drawEnemy(Canvas canvas){ addEnemies(); // a method where I add enemies to my arrayList, no parameters except bitmap. for(int i = 0; i < enemies.size(); i++){ enemies.get(i).update(enemyX(), enemyY()); } for(int i = 0; i < enemies.size(); i++){ enemies.get(i).draw(canvas); } } and finally, the update-method itself, located in my Enemy-class: public void update(int velX, int velY) { x += velX; //sets x before I draw y += velY; //sets y before I draw currentFrame = ++currentFrame % BMP_COLUMNS; } So can any1 figure out why it starts lagging so much and how I can fix it? Thanks for your time!

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  • Using HBase or Cassandra for a token server

    - by crippy
    I've been trying to figure out how to use HBase/Cassandra for a token system we're re-implementing. I can probably squeeze quite a lot more from MySQL, but it just seems it has come to clinging on to the wrong tool for the task just because we know it well. Eventually will hit a wall (like happened to us in other areas). Naturally I started looking into possible NoSQL solutions. The prominent ones (at least in terms of buzz) are HBase and Cassandra. The story is more or less like this: A user can send a gift other users. Each gift has a list of recipients or is public in which case limited by number or expiration date For each gift sent we generate some token that uniquely identifies that gift. For each gift we track the list of potential recipients and their current status relating to that gift (accepted, declinded etc). A user can request to see all his currently pending gifts A can request a list of users he has sent a gift to today (used to limit number of gifts sent) Required the ability to "dump" or "ignore" expired gifts (x day old gifts are considered expired) There are some other requirements but I believe the above covers the essentials. How would I go and model that using HBase or Cassandra? Well, the wall was performance. A few 10s of millions of records per day over 2 tables kept for 2 weeks (wish I could have kept it for more but there was no way). The response times kept getting slower and slower until eventually we had to start cutting down number of days we kept data. Caching helps here but it's not an ideal solution since a big part of the ops are updates. Also, as I hinted in my original post. We use MySQL extensively. We know exactly what it can and can't do both in naive implementations followed by native partitioning and finally by horizontally sharding our dataset on the application level to reside on multiple DB nodes. It can be done, but that's not really what I'm trying to get from this. I asked a very specific question about designing a solution using a NoSQL solution since it's very hard to find examples for designs out there. Brainlag, not trying to come off as rude. I actually appreciate it a lot that you are the only one who even bothered to respond. but I see it over and over again. People ask questions and others assume they have no idea what they're talking about and give an irrelevant answer. Ignore RDBMS please. The question is about nosql.

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  • Randomly generate directed graph on a grid

    - by Talon876
    I am trying to randomly generate a directed graph for the purpose of making a puzzle game similar to the ice sliding puzzles from Pokemon. This is essentially what I want to be able to randomly generate: http://bulbanews.bulbagarden.net/wiki/Crunching_the_numbers:_Graph_theory. I need to be able to limit the size of the graph in an x and y dimension. In the example given in the link, it would be restricted to an 8x4 grid. The problem I am running into is not randomly generating the graph, but randomly generating a graph, which I can properly map out in a 2d space, since I need something (like a rock) on the opposite side of a node, to make it visually make sense when you stop sliding. The problem with this is that sometimes the rock ends up in the path between two other nodes or possibly on another node itself, which causes the entire graph to become broken. After discussing the problem with a few people I know, we came to a couple of conclusions that may lead to a solution. Including the obstacles in the grid as part of the graph when constructing it. Start out with a fully filled grid and just draw a random path and delete out blocks that will make that path work. The problem then becomes figuring out which ones to delete to avoid introducing an additional, shorter path. We were also thinking a dynamic programming algorithm may be beneficial, though none of us are too skilled with creating dynamic programming algorithms from nothing. Any ideas or references about what this problem is officially called (if it's an official graph problem) would be most helpful. Here are some examples of what I have accomplished so far by just randomly placing blocks and generating the navigation graph from the chosen start/finish. The idea (as described in the previous link) is you start at the green S and want to get to the green F. You do this by moving up/down/left/right and you continue moving in the direction chosen until you hit a wall. In these pictures, grey is a wall, white is the floor, and the purple line is the minimum length from start to finish, and the black lines and grey dots represented possible paths. Here are some bad examples of randomly generated graphs: http://i.stack.imgur.com/9uaM6.png Here are some good examples of randomly generated (or hand tweaked) graphs: i.stack.imgur.com/uUGeL.png (can't post another link, sorry) I've also seemed to notice the more challenging ones when actually playing this as a puzzle are ones which have lots of high degree nodes along the minimum path.

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  • Oracle Database In-Memory

    - by Mike.Hallett(at)Oracle-BI&EPM
    Normal 0 false false false EN-GB X-NONE X-NONE Larry Ellison unveiled the next major milestone in database technology, Oracle Database In-Memory, on June 10, 2014. Oracle Database In-Memory will be generally available in July 2014 and can be used with all hardware platforms on which Oracle Database 12c is supported. This option will accelerate database performance by orders of magnitude for analytics, data warehousing, and reporting while also speeding up online transaction processing (OLTP). It allows any existing Oracle Database-compatible application to automatically and transparently take advantage of columnar in-memory processing, without additional programming or application changes. Benefits Fast ad-hoc analytics without the need to pre-create indexes Completely transparent to existing applications Faster mixed workload OLTP No database size limit Industrial strength availability and security Robustness and maturity of Oracle Database 12c To find out more see Oracle Database In-Memory Comment from Rittman Mead on Oracle In-Memory Option Launch  ... and I will let you know how this unfolds in regards to advantages for OBI11g and Exalytics and Big Data over the coming months. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Updating an Entity through a Service

    - by GeorgeK
    I'm separating my software into three main layers (maybe tiers would be a better term): Presentation ('Views') Business logic ('Services' and 'Repositories') Data access ('Entities' (e.g. ActiveRecords)) What do I have now? In Presentation, I use read-only access to Entities, returned from Repositories or Services, to display data. $banks = $banksRegistryService->getBanksRepository()->getBanksByCity( $city ); $banksViewModel = new PaginatedList( $banks ); // some way to display banks; // example, not real code I find this approach quite efficient in terms of performance and code maintanability and still safe as long as all write operations (create, update, delete) are preformed through a Service: namespace Service\BankRegistry; use Service\AbstractDatabaseService; use Service\IBankRegistryService; use Model\BankRegistry\Bank; class Service extends AbstractDatabaseService implements IBankRegistryService { /** * Registers a new Bank * * @param string $name Bank's name * @param string $bik Bank's Identification Code * @param string $correspondent_account Bank's correspondent account * * @return Bank */ public function registerBank( $name, $bik, $correspondent_account ) { $bank = new Bank(); $bank -> setName( $name ) -> setBik( $bik ) -> setCorrespondentAccount( $correspondent_account ); if( null === $this->getBanksRepository()->getDefaultBank() ) $this->setDefaultBank( $bank ); $this->getEntityManager()->persist( $bank ); return $bank; } /** * Makes the $bank system's default bank * * @param Bank $bank * @return IBankRegistryService */ public function setDefaultBank( Bank $bank ) { $default_bank = $this->getBanksRepository()->getDefaultBank(); if( null !== $default_bank ) $default_bank->setDefault( false ); $bank->setDefault( true ); return $this; } } Where am I stuck? I'm struggling about how to update certain fields in Bank Entity. Bad solution #1: Making a series of setters in Service for each setter in Bank; - seems to be quite reduntant, increases Service interface complexity and proportionally decreases it's simplicity - something to avoid if you care about code maitainability. I try to follow KISS and DRY principles. Bad solution #2: Modifying Bank directly through it's native setters; - really bad. If you'll ever need to move modification into the Service, it will be pain. Business logic should remain in Business logic layer. Plus, there are plans on logging all of the actions and maybe even involve user permissions (perhaps, through decorators) in future, so all modifications should be made only through the Service. Possible good solution: Creating an updateBank( Bank $bank, $array_of_fields_to_update) method; - makes the interface as simple as possible, but there is a problem: one should not try to manually set isDefault flag on a Bank, this operation should be performed through setDefaultBank method. It gets even worse when you have relations that you don't want to be directly modified. Of course, you can just limit the fields that can be modified by this method, but how do you tell method's user what they can and cannot modify? Exceptions?

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  • Using the @ in SQL Azure Connections

    - by BuckWoody
    The other day I was working with a client on an application they were changing to a hybrid architecture – some data on-premise and other data in SQL Azure and Windows Azure Blob storage. I had them make a couple of corrections - the first was that all communications to SQL Azure need to be encrypted. It’s a simple addition to the connection string, depending on the library you use. Which brought up another interesting point. They had been using something that looked like this, using the .NET provider: Server=tcp:[serverName].database.windows.net;Database=myDataBase; User ID=LoginName;Password=myPassword; Trusted_Connection=False;Encrypt=True; This includes most of the formatting needed for SQL Azure. It specifies TCP as the transport mechanism, the database name is included, Trusted_Connection is off, and encryption is on. But it needed one more change: Server=tcp:[serverName].database.windows.net;Database=myDataBase; User ID=[LoginName]@[serverName];Password=myPassword; Trusted_Connection=False;Encrypt=True; Notice the difference? It’s the User ID parameter. It includes the @ symbol and the name of the server – not the whole DNS name, just the server name itself. The developers were a bit surprised, since it had been working with the first format that just used the user name. Why did both work, and why is one better than the other? It has to do with the connection library you use. For most libraries, the user name is enough. But for some libraries (subject to change so I don’t list them here) the server name parameter isn’t sent in the way the load balancer understands, so you need to include the server name right in the login, so the system can parse it correctly. Keep in mind, the string limit for that is 128 characters – so take the @ symbol and the server name into consideration for user names. The user connection info is detailed here: http://msdn.microsoft.com/en-us/library/ee336268.aspx Upshot? Include the @servername on your connection string just to be safe. And plan for that extra space…  

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  • Isometric layer moving inside map

    - by gronzzz
    i'm created isometric map and now trying to limit layer moving. Main idea, that i have left bottom, right bottom, left top, right top points, that camera can not move outside, so player will not see map out of bounds. But i can not understand algorithm of how to do that. It's my layer scale/moving code. - (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { _isTouchBegin = YES; } - (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event { NSArray *allTouches = [[event allTouches] allObjects]; UITouch *touchOne = [allTouches objectAtIndex:0]; CGPoint touchLocationOne = [touchOne locationInView: [touchOne view]]; CGPoint previousLocationOne = [touchOne previousLocationInView: [touchOne view]]; // Scaling if ([allTouches count] == 2) { _isDragging = NO; UITouch *touchTwo = [allTouches objectAtIndex:1]; CGPoint touchLocationTwo = [touchTwo locationInView: [touchTwo view]]; CGPoint previousLocationTwo = [touchTwo previousLocationInView: [touchTwo view]]; CGFloat currentDistance = sqrt( pow(touchLocationOne.x - touchLocationTwo.x, 2.0f) + pow(touchLocationOne.y - touchLocationTwo.y, 2.0f)); CGFloat previousDistance = sqrt( pow(previousLocationOne.x - previousLocationTwo.x, 2.0f) + pow(previousLocationOne.y - previousLocationTwo.y, 2.0f)); CGFloat distanceDelta = currentDistance - previousDistance; CGPoint pinchCenter = ccpMidpoint(touchLocationOne, touchLocationTwo); pinchCenter = [self convertToNodeSpace:pinchCenter]; CGFloat predictionScale = self.scale + (distanceDelta * PINCH_ZOOM_MULTIPLIER); if([self predictionScaleInBounds:predictionScale]) { [self scale:predictionScale scaleCenter:pinchCenter]; } } else { // Dragging _isDragging = YES; CGPoint previous = [[CCDirector sharedDirector] convertToGL:previousLocationOne]; CGPoint current = [[CCDirector sharedDirector] convertToGL:touchLocationOne]; CGPoint delta = ccpSub(current, previous); self.position = ccpAdd(self.position, delta); } } - (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event { _isDragging = NO; _isTouchBegin = NO; // Check if i need to bounce _touchLoc = [touch locationInNode:self]; } #pragma mark - Update - (void)update:(CCTime)delta { CGPoint position = self.position; float scale = self.scale; static float friction = 0.92f; //0.96f; if(_isDragging && !_isScaleBounce) { _velocity = ccp((position.x - _lastPos.x)/2, (position.y - _lastPos.y)/2); _lastPos = position; } else { _velocity = ccp(_velocity.x * friction, _velocity.y *friction); position = ccpAdd(position, _velocity); self.position = position; } if (_isScaleBounce && !_isTouchBegin) { float min = fabsf(self.scale - MIN_SCALE); float max = fabsf(self.scale - MAX_SCALE); int dif = max > min ? 1 : -1; if ((scale > MAX_SCALE - SCALE_BOUNCE_AREA) || (scale < MIN_SCALE + SCALE_BOUNCE_AREA)) { CGFloat newSscale = scale + dif * (delta * friction); [self scale:newSscale scaleCenter:_touchLoc]; } else { _isScaleBounce = NO; } } }

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  • No wireless connection using a conceptronic c54i (RT2561/RT61 rev B)

    - by jrosell
    Detected but not working. New install on ubuntu 11.10 using coneptronic C54Ri. As documentation says it uses Ralink drivers.... Any ideas why my wireless does not work? $ lspci -nn | grep -i 'ralink' 01:05.0 Network controller: Ralink corp. RT2561/RT61 rev B 802.11g ifconfig eth0 Link encap:Ethernet HWaddr 00:1e:90:e5:af:13 inet addr:192.168.0.197 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::21e:90ff:fee5:af13/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:28361 errors:0 dropped:0 overruns:0 frame:0 TX packets:16858 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:39812172 (39.8 MB) TX bytes:1633405 (1.6 MB) Interrupt:43 Base address:0xc000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:80 errors:0 dropped:0 overruns:0 frame:0 TX packets:80 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:6608 (6.6 KB) TX bytes:6608 (6.6 KB) iwconfig wlan0 wlan0 IEEE 802.11abg ESSIDff/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thrff Fragment thrff Power Managementff lsmod | grep rt rt61pci 27493 0 crc_itu_t 12627 1 rt61pci rt2x00pci 14202 1 rt61pci rt2x00lib 48114 2 rt61pci,rt2x00pci mac80211 272785 2 rt2x00pci,rt2x00lib cfg80211 172392 2 rt2x00lib,mac80211 eeprom_93cx6 12653 1 rt61pci parport_pc 32114 1 parport 40930 3 ppdev,parport_pc,lp lsmod | grep rt [ 2497.816989] phy0 -> rt2x00pci_regbusy_read: Error - Indirect register access failed: offset=0x0000308c, value=0xffffffff [ 2497.827112] phy0 -> rt2x00pci_regbusy_read: Error - Indirect register access failed: offset=0x0000308c, value=0xffffffff [ 2497.837430] phy0 -> rt2x00pci_regbusy_read: Error - Indirect register access failed: offset=0x0000308c, value=0xffffffff [ 2497.847528] phy0 -> rt2x00pci_regbusy_read: Error - Indirect register access failed: offset=0x0000308c, value=0xffffffff [ 2497.847632] phy0 -> rt61pci_wait_bbp_ready: Error - BBP register access faile d, aborting. [ 2497.847637] phy0 -> rt61pci_set_device_state: Error - Device failed to enter state 4 (-5). sudo lshw -C network *-network DISABLED description: Wireless interface product: RT2561/RT61 rev B 802.11g vendor: Ralink corp. physical id: 5 bus info: pci@0000:01:05.0 logical name: wlan0 version: 00 serial: fa:b8:14:58:62:35 width: 32 bits clock: 33MHz capabilities: pm cap_list ethernet physical wireless configuration: broadcast=yes driver=rt61pci driverversion=3.0.0-12-generic firmware=0.8 latency=0 link=no multicast=yes wireless=IEEE 802.11abg resources: irq:16 memory:fdef8000-fdefffff iwlist scan lo Interface doesn't support scanning. eth0 Interface doesn't support scanning. wlan0 Failed to read scan data : Network is down uname -mr 3.0.0-12-generic i686 Edit 1 $ rfkill list all 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no On reboot, sudo lshw -C network returns network is ok. Hovever, WPA keeps on asking the wireless key

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  • root issues in softwarecenter, synaptic and update manager

    - by user188977
    i have a notebook samsung ativ 2 and ubuntu 12.04 precise, cinnamon desktop. after logging in today my update manager, synaptic and ubuntu softwarecenter stopped working. synaptic i can only launch from terminal the others from panel.when choosing to update, nothing happens. same thing when trying to install programms from syn. or softw.center.when launching softwarec. from terminal i get: marcus@ddddddddd:~$ software-center 2013-11-10 22:30:46,206 - softwarecenter.ui.gtk3.app - INFO - setting up proxy 'None' 2013-11-10 22:30:46,217 - softwarecenter.db.database - INFO - open() database: path=None use_axi=True use_agent=True (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:34:20: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:34:22: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:56:20: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:56:22: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:60:20: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:60:22: Not using units is deprecated. Assuming 'px'. 2013-11-10 22:30:46,977 - softwarecenter.backend.reviews - WARNING - Could not get usefulness from server, no username in config file 2013-11-10 22:30:47,320 - softwarecenter.ui.gtk3.app - INFO - show_available_packages: search_text is '', app is None. 2013-11-10 22:30:48,057 - softwarecenter.db.pkginfo_impl.aptcache - INFO - aptcache.open() 2013-11-10 22:31:00,646 - softwarecenter.fixme - WARNING - logs to the root logger: '('/usr/share/software-center/softwarecenter/utils.py', 201, 'get_title_from_html')' 2013-11-10 22:31:00,645 - root - WARNING - failed to parse: '<div style="background-color: #161513; width:1680px; height:200px;">  <div style="background: url('/site_media/exhibits/2013/09/AAMFP_Leaderboard_700x200_1.jpg') top left no-repeat; width:700px; height:200px;"></div> </div>' ('ascii' codec can't encode character u'\xa0' in position 70: ordinal not in range(128)) 2013-11-10 22:31:02,268 - softwarecenter.db.update - INFO - skipping region restricted app: 'Comentarios Web' (not whitelisted) 2013-11-10 22:31:02,769 - softwarecenter.db.update - INFO - skipping region restricted app: 'reEarCandy' (not whitelisted) 2013-11-10 22:31:04,821 - softwarecenter.db.update - INFO - skipping region restricted app: 'Flaggame' (not whitelisted) 2013-11-10 22:31:05,622 - softwarecenter.db.update - INFO - skipping region restricted app: 'Bulleti d'esquerra de Calonge i Sant Antoni ' (not whitelisted) 2013-11-10 22:31:08,352 - softwarecenter.ui.gtk3.app - INFO - software-center-agent finished with status 0 2013-11-10 22:31:08,353 - softwarecenter.db.database - INFO - reopen() database 2013-11-10 22:31:08,353 - softwarecenter.db.database - INFO - open() database: path=None use_axi=True use_agent=True 2013-11-10 22:33:32,319 - softwarecenter.backend - WARNING - _on_trans_error: org.freedesktop.PolicyKit.Error.Failed: ('system-bus-name', {'name': ':1.72'}): org.debian.apt.install-or-remove-packages 2013-11-10 22:36:01,818 - softwarecenter.backend - WARNING - daemon dies, ignoring: <AptTransaction object at 0x48e4b40 (aptdaemon+client+AptTransaction at 0x645aaa0)> exit-failed 2013-11-10 22:36:01,820 - softwarecenter.db.pkginfo_impl.aptcache - INFO - aptcache.open()

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  • Jitter during wall collisions with Bullet Physics: contact/penetration tolerance?

    - by Niriel
    I use the bullet physics engine through Panda3d. My scene is still very simple, think 'Wolfenstein3d': tile-based, walls are solid cubes. I expect walls to block the player, and I expect the player to slide along the walls in case of non-normal incidence. What I get is what I expect, with one difference: there is some jitter. If I try to force myself into the wall, then I see the frames blinking quickly between two positions. These differ by about 0.04 units of distance, which corresponds to 4 cm in my game. I noticed a 4 cm elsewhere: the bottom of my player capsule is 4 cm below ground, when at rest. Does that mean that there is somewhere in the Bullet engine a default 0.04-units-long tolerance to differentiate contact from collision? If so, what should I do ? Should I change the scale of my game so that these 0.04 units correspond to 0.4 cm, making the jitter ten times smaller? Or can I ask bullet to change its tolerance to a smaller value? Edit This is the jitter I get: 6.155 - 6.118 = 0.036 LPoint3f(0, 6.11694, 0.835) LPoint3f(0, 6.15499, 0.835) LPoint3f(0, 6.11802, 0.835) LPoint3f(0, 6.15545, 0.835) LPoint3f(0, 6.11817, 0.835) LPoint3f(0, 6.15726, 0.835) LPoint3f(0, 6.11876, 0.835) LPoint3f(0, 6.15911, 0.835) LPoint3f(0, 6.11937, 0.835) I found a setMargin method. I set it to 5 mm both on the BoxShape for the walls and on the Capsule shape for the player. It still jitters by about 35 mm as illustrated by this log (11.117 - 11.082 = 0.035): LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1169, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1175, 0.905) LPoint3f(0, 11.0822, 0.905) LPoint3f(0, 11.1178, 0.905) LPoint3f(0, 11.0823, 0.905) LPoint3f(0, 11.1183, 0.905) The margin on the capsule did change my penetration with the floor though, I'm a bit higher (0.905 instead of 0.835). However, it did not change anything when colliding with the walls. How can I make the collisions against the walls less jittery? Edit, the day after: After more investigation, it appears that dynamic objects behave well. My problem comes from the btKinematicCharacterController that I use for moving my character; that stuff is totally bugged, according to the whole Internet :/.

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  • Professional immigration

    - by etranger
    Hello all, Does anyone here have a practical advice on professional relocation from Russia to Europe? The reasons behind making such a decision are far beyond the subject, perhaps, so I'll stick to the practical part. Having done some of the "common stuff" for finding a job, I am now facing two serious problems: I am a "dual-class" person, with university degree in marketing, and multiple years of self-studied computer competence (hence my writing here). Have professional experience in both areas. I don't currently hold a European work permit. From what I can see, this results in normal HR person throwing out my CV as either being "overqualified" or "too much trouble with making the permit". I do have the skills and character to start my own business, but it requires start-up capital that I don't have, over the last years I had to pay high bills for medical treatment of my family member, who had deceased. Now, I'm almost out of debts. As you can probably guess, English is not a problem, and I'm open to new languages, but first steps of entering the market, or the society, is the problematic part. I live close to Norway, and am trying to get some professional contacts there, but it hasn't got me any practical perspective so far. Any advice is greatly appreciated. EDIT: I am currently making my living off web site development, and occasional consulting services both in IT and marketing. For purely geographic reasons I'm dealing with clients that reside in the same city where I live, pop. 350 000. Being quite local, market requirements for web sites are simple and stable — clients need to control navigation, write articles in a word-like editor, upload illustrations and place ad banners, all with no additional programming. As many web developers do, I'm using my own content management system that fits these expectations. I have also started developing a newer version of this system that has better support for international environments, but I'm too distant from the real market demand in Europe to speak of the right track here. Technically it's based on php/mysql and uses xslt for templating. It allows for quick website deployment, and has architectural neatness, lack of which made me abandon similar opensource solutions (Joomla and the like). Deploying time from rasterized design proofs is normally under 6-8 working hours, don't know how that compares to the world practice. EDIT 2: Can anyone share what Norwegian (Scandinavian) web solutions market currently demands?

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  • Investment scheme for a PC game the project

    - by Alex Kamen
    Good day everyone, I am working on a PC game project that has 3 phases planned, micro, macro and mmo versions [if confused, see a brief description at the bottom]. I have found a potential investor for the micro version of the game, but naturally, he requested a detailed plan of how the game will pay back. And the problem is that micro version itself is not supposed to be monetized much, other than some ads and limited in-game currency utilization. The idea is that with this combat demo already at hand, it should be possible to get a really large enough investment (millions of dollars) and use it to pay back the initial small one (thousands of dollars) and take the project into macro phase, which will really make profit. This way, everybody is going to win, provided that I can deliver the end-product. Yet while I am confident of that both the conception of the macro and the real game-play of the micro versions are going to be appealing, I don’t know how to obtain any guarantee of that I will be able to get funded once I have the prototype ready. And without that, I won’t receive the funds for the prototype in the first place! To summarize, my question is: how to figure out my future possibilities of getting funded once I have combat demo out, basically “whom to write to and what”. Ideally, I would like some sort of a preliminary agreement with a game publisher, something that would basically state “If the developer provides the product in time and in quality corresponding to the specifications given, the publisher guarantees to allocate funds for distribution and further development, thereby acquiring the right to X part of all future profits”. Does this sound sane? It’s just that I don’t want to sell all of my rights out straight away by taking a big outside investment while the project is in such early stage. I would appreciate if you would share your thoughts on this kind of scheme, and be sure to ask questions as I am sure I must have forgotten to mention a ton of important things, like the fact that initial funds are going to be spent on outsourcing (living in Siberia is really just great). [here’s a brief outline of what each version will feature] [micro] 1) turn based tactical combat rules 2) character development 3) arena/tournament system [macro] 4) ai-ruled dynamic interactive worlds 5) global map adventuring 6) strategic rpg + god simulator gameplay [mmo] 7) Persistent worlds system 8) Social structures system (“guilds/clans”) 9) god-simulation on the mmo scale P.S. Obviously, these features are incremental, so that mmo version has all 9.

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  • Why do I always think I know much less than others? [closed]

    - by John Kenedy
    I have been in programming since primary 6. Since the time DOS comes, I have been doing programming in quickbasic 4.5, then to VB 6, then to C#. In between I also do programming in C++. But every time I open Stack Overflow and trying to help others answering their problems, it seems that I know nothing. I feel that I am so stupid even I have been in programming for so long. I would shock reading all the questions and unable to find any clue. Is technology moving too fast that left out me? I feel that technology changes too fast and I can't keep up, when I know ASP.NET web form, MVC is out, when I know MVC, android/iphone/HTML5 app is popular. It seems that I am chasing something and never reach 'it'. I don't know whether this is correct place for me to talk about this. I just wish to listen to opinion like you, how do you think technology should grow instead of recreating language, adding bug here and there to let programmer figure it out, while big company share the solution among themselves. This is exactly how I feel. The simple example is how do you think why doesn't Dictionary<> in .NET provide iterating the object using index? Why must we use Key or GetEnumerator(). Developer has to google and read wasted hour of hour of time to find pieces of hack code to use reflection to achieve reading from index. Where developer will keep it as collection and valuable code. HOwever when times come, everything changes again, developer has to find answer for new silly problems again! Yes, I really hate it! I hate how many big companies are playing with the developer by cutting a big picture into small puzzle and messing it up and asking developer to place it together themselves. As if they are creating problems for us to solve it, so we are unable to grow upfront, we are being manipulated by those silly problems they have created. Another sample would how difficult to collect Cookies from CookieContainer without passing the URL, yes without the URL and I WANT to get all cookie in the cookiecontainer without knowing the URL, I want to iterate all. Why does micros0ft have to limit me from doing that?

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  • How to keep a data structure synchronized over a network?

    - by David Gouveia
    Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit like: So for instance if the result of examining an object should make the character say hello, walk a bit and then sit down, I simply spawn the following code: var actionGroup = actionManager.CreateGroup(); actionGroup.Add(new TalkAction("Guybrush", "Hello there!"); actionGroup.Add(new WalkAction("Guybrush", new Vector2(300, 300)); actionGroup.Add(new SetAnimationAction("Guybrush", "Sit")); This creates a new action group (an entire line in the image above) and adds it to the manager. All of the groups are executed in parallel, but actions within each group are chained together so that the second one only starts after the first one finishes. When the last action in a group finishes, the group is destroyed. Problem Now I need to replicate this information across a network, so that in a multiplayer session, all players see the same thing. Serializing the individual actions is not the problem. But I'm an absolute beginner when it comes to networking and I have a few questions. I think for the sake of simplicity in this discussion we can abstract the action manager component to being simply: var actionManager = new List<List<string>>(); How should I proceed to keep the contents of the above data structure syncronized between all players? Besides the core question, I'm also having a few other concerns related to it (i.e. all possible implications of the same problem above): If I use a server/client architecture (with one of the players acting as both a server and a client), and one of the clients has spawned a group of actions, should he add them directly to the manager, or only send a request to the server, which in turn will order every client to add that group? What about packet losses and the like? The game is deterministic, but I'm thinking that any discrepancy in the sequence of actions executed in a client could lead to inconsistent states of the world. How do I safeguard against that sort of problem? What if I add too many actions at once, won't that cause problems for the connection? Any way to alleviate that?

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  • Why wifi doesn't work in this case?

    - by xRobot
    I have a brand new notebook where I have installed Windows 7 and Ubuntu 12.04 LTS 64bit in dual boot. In windows 7 wifi works but in Ubuntu not. Could you help me please ? iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off eth0 no wireless extensions. lshw -C network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 07 serial: b4:b5:1f:1b:9a:56 size: 10Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=rtl8168e-3_0.0.4 03/27/12 latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:41 ioport:3000(size=256) memory:c2404000-c2404fff memory:c2400000-c2403fff *-network description: Wireless interface product: Ralink corp. vendor: Ralink corp. physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 00 serial: 84:4b:f4:0a:3a:22 width: 32 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=rt2800pci driverversion=3.2.0-31-generic firmware=0.34 latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:18 memory:c2500000-c250ffff lspci | grep -i net 01:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 07) 02:00.0 Network controller: Ralink corp. Device 539a iwlist scan lo Interface doesn't support scanning. wlan0 Interface doesn't support scanning : Device or resource busy eth0 Interface doesn't support scanning. lsmod Module Size Used by rfcomm 47604 0 bnep 18281 2 bluetooth 180104 10 rfcomm,bnep parport_pc 32866 0 ppdev 17113 0 snd_hda_codec_hdmi 32474 1 snd_hda_codec_realtek 224173 1 joydev 17693 0 hp_wmi 18092 0 sparse_keymap 13890 1 hp_wmi snd_hda_intel 33773 3 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel snd_hwdep 13668 1 snd_hda_codec snd_pcm 97188 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq psmouse 97362 0 snd 78855 16 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device arc4 12529 2 rt2800pci 18715 0 rt2800lib 58925 1 rt2800pci crc_ccitt 12667 1 rt2800lib rt2x00pci 14577 1 rt2800pci rt2x00lib 51144 3 rt2800pci,rt2800lib,rt2x00pci mac80211 506816 3 rt2800lib,rt2x00pci,rt2x00lib soundcore 15091 1 snd mac_hid 13253 0 uvcvideo 72627 0 videodev 98259 1 uvcvideo v4l2_compat_ioctl32 17128 1 videodev wmi 19256 1 hp_wmi i915 473240 3 cfg80211 205544 2 rt2x00lib,mac80211 eeprom_93cx6 12725 1 rt2800pci drm_kms_helper 46978 1 i915 drm 242038 4 i915,drm_kms_helper i2c_algo_bit 13423 1 i915 snd_page_alloc 18529 2 snd_hda_intel,snd_pcm mei 41616 0 serio_raw 13211 0 video 19596 1 i915 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp usbhid 47199 0 hid 99559 1 usbhid r8169 62099 0 rfkill list: # rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no 1: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no

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  • 5.1 surround sound

    - by rocker9455
    Ok, So i've always had trouble with enabling 5.1 in ubuntu. Running 'alsamixer': I have: Master, Heaphones, PCM, Front, Front Mi, Front Mi, Surround, Center All are at 100% Card:HDA Intel Chip:Realtek ALC888 (This is my onboard sound, Its a dell studio, with 7.1 integrated sound) Running "speaker-test -c6 -twav" I only get the front 2 speakers (Right/Left) making any noise. The others make no noise at all. I have no other sound card to use as all my PCI slots are used up. Daemon.conf: ; daemonize = no ; fail = yes ; allow-module-loading = yes ; allow-exit = yes ; use-pid-file = yes ; system-instance = no ; enable-shm = yes ; shm-size-bytes = 0 # setting this 0 will use the system-default, usually 64 MiB ; lock-memory = no ; cpu-limit = no ; high-priority = yes ; nice-level = -11 ; realtime-scheduling = yes ; realtime-priority = 5 ; exit-idle-time = 20 ; scache-idle-time = 20 ; dl-search-path = (depends on architecture) ; load-default-script-file = yes ; default-script-file = ; log-target = auto ; log-level = notice ; log-meta = no ; log-time = no ; log-backtrace = 0 resample-method = speex-float-1 ; enable-remixing = yes ; enable-lfe-remixing = no flat-volumes = no ; rlimit-fsize = -1 ; rlimit-data = -1 ; rlimit-stack = -1 ; rlimit-core = -1 ; rlimit-as = -1 ; rlimit-rss = -1 ; rlimit-nproc = -1 ; rlimit-nofile = 256 ; rlimit-memlock = -1 ; rlimit-locks = -1 ; rlimit-sigpending = -1 ; rlimit-msgqueue = -1 ; rlimit-nice = 31 ; rlimit-rtprio = 9 ; rlimit-rttime = 1000000 ; default-sample-format = s16le ; default-sample-rate = 44100 ; default-sample-channels = 6 ; default-channel-map = front-left,front-right default-fragments = 8 default-fragment-size-msec = 10

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  • C Minishell Command Expansion Printing Gibberish

    - by Optimus_Pwn
    I'm writing a unix minishell in C, and am at the point where I'm adding command expansion. What I mean by this is that I can nest commands in other commands, for example: $> echo hello $(echo world! ... $(echo and stuff)) hello world! ... and stuff I think I have it working mostly, however it isn't marking the end of the expanded string correctly, for example if I do: $> echo a $(echo b $(echo c)) a b c $> echo d $(echo e) d e c See it prints the c, even though I didn't ask it to. Here is my code: msh.c - http://pastebin.com/sd6DZYwB expand.c - http://pastebin.com/uLqvFGPw I have a more code, but there's a lot of it, and these are the parts that I'm having trouble with at the moment. I'll try to tell you the basic way I'm doing this. Main is in msh.c, here it gets a line of input from either the commandline or a shellfile, and then calls processline (char *line, int outFD, int waitFlag), where line is the line we just got, outFD is the file descriptor of the output file, and waitFlag tells us whether or not we should wait if we fork. When we call this from main we do it like this: processline (buffer, 1, 1); In processline, we allocate a new line: char expanded_line[EXPANDEDLEN]; We then call expand, in expand.c: expand(line, expanded_line, EXPANDEDLEN); In expand, we copy the characters literally from line to expanded_line until we find a $(, which then calls: static int expCmdOutput(char *orig, char *new, int *oldl_ind, int *newl_ind) orig is line, and new is expanded line. oldl_ind and newl_ind are the current positions in the line and expanded line, respectively. Then we pipe, and recursively call processline, passing it the nested command(for example, if we had "echo a $(echo b)", we would pass processline "echo b"). This is where I get confused, each time expand is called, is it allocating a new chunk of memory EXPANDEDLEN long? If so, this is bad because I'll run out of stack room really quickly(in the case of a hugely nested commandline input). In expand I insert a null character at the end of the expanded string, so why is it printing past it? If you guys need any more code, or explanations, just ask. Secondly, I put the code in pastebin because there's a ton of it, and in my experience people don't like it when I fill up several pages with code. Thanks.

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • Part 5: Choose the right tool - or - why

    - by volker.eckardt(at)oracle.com
    Consider the following client request “Please create a report for us to list expenses”. Which Oracle EBS tool would you choose? There are plenty of options available: Oracle Reports, or BI Publisher with PDF or Excel layout, or Discoverer, or BI Publisher Stand Alone, or PDF online generation, or Oracle WebADI, or Plain SQL*Plus as Concurrent Program, or Online review option … Assuming, you as development lead have to decide, you may decide by available skill set in your development team. However, is this a good decision? An important question to influence the decision is the “Why” question: why do you need this report, what process is behind, what exactly you like to achieve? We see often data created or printed, although it would be much better to get the data in Excel, and upload changes via WebADI directly. There are more points that should drive your decision: How many of such requirements you have got? Has this technique been used in the project already? Are there related reusable’s you may gain from? How difficult is it to maintain your solution? Can you merge this report with another one, to reduce test and maintenance work? In addition, also your own development standards should guide you a bit to come to a good decision. In one of my own projects, we discussed such topics in our weekly team meeting. By utilizing the team knowledge best, you may come to a better decision, and additionally, your team supports your decision. Unfortunately, I have rarely seen dedicated team trainings or planned knowledge transfer to support such processes. Often the pressure to deliver on time is too high to have discussion and decision time left. But exactly this can help keeping maintenance costs low by limiting the number of alternative solutions for similar requirements. Lastly, design decisions should be documented to allow another person taking this over easily. Decisions shall be reviewed and updated regularly, to reflect related procedures or Oracle products respective product versions. Summary: Oracle EBS offers plenty of alternatives to implement customizations. Create and maintain a decision tree to support the design process. Do not leave the decision just on developer side. Limit the number of alternative solutions as best as possible; choose one which is the most appropriate also from future maintenance perspective.

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  • How to deal with MySQL Connector/ODBC error "Can't connect to local MySQL server through socket '/var/lib/mysql/mysql.sock'"

    - by user12653020
    I am sure many users run into a mysterious problem when perfectly working ODBC configurations started failing with errors like: Can't connect to local MySQL server through socket '/var/lib/mysql/mysql.sock' The above error message might be preceded with something like [nxDc[yQ]. At the same time odbc.ini specifies in its DSN different SOCKET=/tmp/mysql.sock or a TCP connection SERVER=<remote_host_or_ip>. The question is, what had happened that the ODBC driver started to ignore the DSN options? The clue lies in the corrupted string [nxDc[yQ], which actually was [UnixODBC][MySQL] with each 2nd symbol removed. This is the case of bad conversion from SQLCHAR to SQLWCHAR. The UnixODBC driver manager took a single-byte character string from the client application and tried to convert it into the wide (multi-byte) characters for the Unicode version of MyODBC driver: Initially the piece of the connection string was represented by 1-byte chars like: [S][E][R][V][E][R][=][m][y][h][o][s][t][;] after the bad conversion to wide chars (commonly 2-byte UTF-16) [SE][RV][ER][=m][yh][os][t;] instead of [S\0][E\0][R\0][V\0][E\0][R\0][=\0][m\0][y\0][h\0][o\0][s\0][t\0][;\0] Naturally, the MyODBC driver could not parse the bad string and tried to use the default connection type (SOCKET) with the default value (/var/lib/mysql/mysql.sock) Now we know what happened, but why it happened? In most cases it happened because of using ODBCManageDataSourcesQ4 utility or its older analog ODBCConfig. When registering ODBC drivers they put lots of additional options and one of these options badly affects the UnixODBC driver manager itself. The solution is simple - remove or comment out the option in odbcinst.ini file (it is empty by default) set for the driver: [MySQL ODBC 5.2.6 Driver] Description    = Driver         = /home/dbs/myodbc526/lib/libmyodbc5w.so Driver64       = /home/dbs/myodbc526/lib/libmyodbc5w.so Setup          = /home/dbs/myodbc526/lib/libmyodbc5S.so Setup64        = /home/dbs/myodbc526/lib/libmyodbc5S.so UsageCount     = 1 CPTimeout      = 0 CPTimeToLive   = 0 IconvEncoding  =  # <--------- remove this line Trace          = TraceFile      = TraceLibrary   = After applying this simple solution (remove the line with IconvEncoding = ) everything came to normal. Prior to removing that line I tried putting different encoding names there, but the result was not good, so I really don't know how to properly use it. Unfortunately, UnixODBC manuals say nothing about it. Therefore, removing this option was the only way to get things done.

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  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

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  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

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