Search Results

Search found 63 results on 3 pages for 'datastructure'.

Page 3/3 | < Previous Page | 1 2 3 

  • Why are MVC & TDD not employed more in game architecture?

    - by secoif
    I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at game source code seriously hurts my head: "What is this view logic doing in with business logic? this needs refactoring... so does this, refactor, refactorrr" This worries me as I'm about to start a game project, and I'm not sure whether trying to mvc/tdd the dev process is going to hinder us or help us, as I don't see many game examples that use this or much push for better architectural practices it in the community. The following is an extract from a great article on prototyping games, though to me it seemed exactly the attitude many game devs seem to use when writing production game code: Mistake #4: Building a system, not a game ...if you ever find yourself working on something that isn’t directly moving your forward, stop right there. As programmers, we have a tendency to try to generalize our code, and make it elegant and be able to handle every situation. We find that an itch terribly hard not scratch, but we need to learn how. It took me many years to realize that it’s not about the code, it’s about the game you ship in the end. Don’t write an elegant game component system, skip the editor completely and hardwire the state in code, avoid the data-driven, self-parsing, XML craziness, and just code the damned thing. ... Just get stuff on the screen as quickly as you can. And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER. is it because games are (mostly) visually oriented so it makes sense that the code will be weighted heavily in the view, thus any benefits from moving stuff out to models/controllers, is fairly minimal, so why bother? I've heard the argument that MVC introduces a performance overhead, but this seems to me to be a premature optimisation, and that there'd more important performance issues to tackle before you worry about MVC overheads (eg render pipeline, AI algorithms, datastructure traversal, etc). Same thing regarding TDD. It's not often I see games employing test cases, but perhaps this is due to the design issues above (mixed view/business) and the fact that it's difficult to test visual components, or components that rely on probablistic results (eg operate within physics simulations). Perhaps I'm just looking at the wrong source code, but why do we not see more of these 'enterprise' practices employed in game design? Are games really so different in their requirements, or is a people/culture issue (ie game devs come from a different background and thus have different coding habits)?

    Read the article

  • Applying the Knuth-Plass algorithm (or something better?) to read two books with different length and amount of chapters in parallel

    - by user147133
    I have a Bible reading plan that covers the whole Bible in 180 days. For the most of the time, I read 5 chapters in the Old Testament and 1 or 2 (1.5) chapters in the New Testament each day. The problem is that some chapters are longer than others (for example Psalm 119 which is 7 times longer than a average chapter in the Bible), and the plan I'm following doesn't take that in count. I end up with some days having a lot more to read than others. I thought I could use programming to make myself a better plan. I have a datastructure with a list of all chapters in the bible and their length in number of lines. (I found that the number of lines is the best criteria, but it could have been number of verses or number of words as well) I then started to think about this problem as a line wrap problem. Think of a chapter like a word, a day like a line and the whole plan as a paragraph. The "length" of a word (a chapter) is the number of lines in that chapter. I could then generate the best possible reading plan by applying a simplified Knuth-Plass algorithm to find the best breakpoints. This works well if I want to read the Bible from beginning to end. But I want to read a little from the new testament each day in parallel with the old testament. Of course I can run the Knuth-Plass algorithm on the Old Testament first, then on the New Testament and get two separate plans. But those plans merged is not a optimal plan. Worst-case days (days with extra much reading) in the New Testament plan will randomly occur on the same days as the worst-case days in the Old Testament. Since the New Testament have about 180*1.5 chapters, the plan is generally to read one chapter the first day, two the second, one the third etc... And I would like the plan for the Old Testament to compensate for this alternating length. So I will need a new and better algorithm, or I will have to use the Knuth-Plass algorithm in a way that I've not figured out. I think this could be a interesting and challenging nut for people interested in algorithms, so therefore I wanted to see if any of you have a good solution in mind.

    Read the article

  • Can an image based backup potentially corrupt data?

    - by ServerAdminGuy45
    I'm considering doing image based backups (Acronis) on production Windows systems during non-peak hours. I'm just wondering if they can potentially lead to application data corruption. Lets say that I have a database that is getting hit pretty hard. Could I potentially have the beginning blocks of the database be commit ed to the image, data inserted into the db (which changes the beginning blocks of the DB on the server but not the image), then the blocks of data committed to the image (leading to an inconsistent state). Here's an example of what I'm trying to illustrate. Imagine a simple data structure which has a number in the front which represents the number of "a"s in a file. The number and data are delimited by a "-". For example: 4-ajjjjjjjajuuuuuuuaoffffa If an "a" is changed, the datastructure resets the number in the begining of the file such as: 3-ajjjjjjjajuuuuuuuboffffa I assume acronis writes block by block being a straight up image so here is what i'm invisioning happening with my database t0: 4-ajjjjjjjajuuuuuuuaoffffa ^pointer is here t1: 4-ajjjjjjjajuuuuuuuaoffffa ^pointer is here (all data before this is comitted to the image) t2: 4-ajjjjjjjajuuuuuuuboffffa ^pointer is here (all data before this is comitted to the image) Also notice how one of the "a"s change to a b. There are only 3 "a"s now t3: 4-ajjjjjjjajuuuuuuuboffffa ^pointer is here (all data before this is comitted to the image) The final image now reads "4-ajjjjjjjajuuuuuuuboffffa", while the true data is "3-ajjjjjjjajuuuuuuuboffffa" leading to a corrupt "database". Basically changes further down the blockchain could be reflected in the image, while important header and synchronization could already be committed. The out of date header information doesn't accurately reflect the structure of the blocks to come.

    Read the article

  • How do you concat multiple rows into one column in SQL Server?

    - by Jason
    I've searched high and low for the answer to this, but I can't figure it out. I'm relatively new to SQL Server and don't quite have the syntax down yet. I have this datastructure (simplified): Table "Users" | Table "Tags": UserID UserName | TagID UserID PhotoID 1 Bob | 1 1 1 2 Bill | 2 2 1 3 Jane | 3 3 1 4 Sam | 4 2 2 ----------------------------------------------------- Table "Photos": | Table "Albums": PhotoID UserID AlbumID | AlbumID UserID 1 1 1 | 1 1 2 1 1 | 2 3 3 1 1 | 3 2 4 3 2 | 5 3 2 | I'm looking for a way to get the all the photo info (easy) plus all the tags for that photo concatenated like CONCAT(username, ', ') AS Tags of course with the last comma removed. I'm having a bear of a time trying to do this. I've tried the method in this article but I get an error when I try to run the query saying that I can't use DECLARE statements... do you guys have any idea how this can be done? I'm using VS08 and whatever DB is installed in it (I normally use MySQL so I don't know what flavor of DB this really is... it's an .mdf file?)

    Read the article

  • Java/XML: Good "Stream-based" Alternative to JAXB?

    - by Jan
    Hello Experts, JAXB makes working with XML so much easier, but I have currently a big problem, that the documents I have to process are too large for an in memory unmarshalling that JAXB does. The data can be up to 4GB per document. The datastructure I will have to process is very simple and flat: With a root element and millions of “elements”… <root> <element> <sub>foo</sub> </element> <element> <sub>foo</sub> </element> </root> May questions are: Does JAXB maybe somehow support unmarshalling in a “streambased” way, that does not require to build the whole objecttree in memory but rather gives me some kind of “Iterator” to the elements, element by element? (Maybe I just missed that somehow…) If not what are your proposals for an good alternative with a a. “flat learningcurve, ideally very similar to JAXB b. AND VERY IMPORTANT: Ideally with the possibility / tool for the generation of the unarshaller code from an XSD file OR annotated Java Class 3.(I have searched SO and those to library that ended up on my “watchlist” (without comparing them closer) were Apache XML Beans and Xstream… What other libraries are maybe even better for the purpose and what are the disadvantages, adavangaes… Thank you very much!!! Jan

    Read the article

  • template style matrix implementation in c

    - by monkeyking
    From time to time I use the following code for generating a matrix style datastructure typedef double myType; typedef struct matrix_t{ |Compilation started at Mon Apr 5 02:24:15 myType **matrix; | size_t x; |gcc structreaderGeneral.c -std=gnu99 -lz size_t y; | }matrix; |Compilation finished at Mon Apr 5 02:24:15 | | matrix alloc_matrix(size_t x, size_t y){ | if(0) | fprintf(stderr,"\t-> Alloc matrix with dim (%lu,%lu) byteprline=%lu bytetotal:%l\| u\n",x,y,y*sizeof(myType),x*y*sizeof(myType)); | | myType **m = (myType **)malloc(x*sizeof(myType **)); | for(size_t i=0;i<x;i++) | m[i] =(myType *) malloc(y*sizeof(myType *)); | | matrix ret; | ret.x=x; | ret.y=y; | ret.matrix=m; | return ret; | } And then I would change my typedef accordingly if I needed a different kind of type for the entries in my matrix. Now I need 2 matrices with different types, an easy solution would be to copy/paste the code, but is there some way to do a template styled implementation. Thanks

    Read the article

  • Manipulating data in sql / asp.net / c# - how?

    - by SLC
    Not sure how to word the question... Basically, so far all my SQL stuff has been stored procedures and dumped into a gridview. The odd case where I had to perform an action based on a value (such as highlighting a row green if a certain value was true) were done as the gridview was rendering in one of the overrides. Now however I have to do something far more complicated - pull three sets of data down, run a series of checks on all three and some date related checks and stuff, then populate a gridview with some of the items. In logic terms, I want to run three queries, and store the lists of results (presumably in Lists?) then run some logic, then populate the gridview. Specifically what I don't know how to do is: Best way of pulling the data, and putting it into a List or other datastructure that lets me easily run through it, and retrieve data based on column (myList.age, or more likely, myList["Age"]). One I have compared the data, I assume I create a new list that will be put into the gridview... how do I put the contents of a list INTO a gridview? How would I add other stuff such as buttons or checkboxes at the same time? Any nudge in the right direction would be appreciated! Particularly doing cool stuff with lists and sql (if there is anything cool you can do with them)

    Read the article

  • understanding and implementing Boids

    - by alphablender
    So I'm working on porting Boids to Brightscript, based on the pseudocode here: http://www.kfish.org/boids/pseudocode.html I'm trying to understand the data structures involved, for example is Velocity a single value, or is it a 3D value, ie velocity={x,y,z} It seems as if the pseudocode seems to mix this up where sometimes it has an equation that incudes both vectors and single-value items: v1 = rule1(b) v2 = rule2(b) v3 = rule3(b) b.velocity = b.velocity + v1 + v2 + v3 If Velocity is a tripartite value then this would make sense, but I'm not sure. So my first question here is, is this the correct datastructure for a single boid based on the Pseudocode on that page: boid={position:{px:0,py:0,pz:0},velocity:{x:0,y:0,z:0},vector:{x:0,y:0,z:0},pc:{x:0,y:0,z:0},pv:{x:0,y:0,z:0}) where pc=perceived center, pv= perceived velocity I"ve implemented a vector_add, vector_sub, vector_div, and vector boolean functions. The reason I'm starting from this pseudocode is I've not been able to find anything else that is as readable, but it still leaves me with lots of questions as the data structures are not explicitly defined for each variable. (edit) here's a good example of what i'm talking about: IF |b.position - bJ.position| < 100 THEN if b.position - b[j].position are both 3D coordinates, how can they be considered "less than 100" unless they are < {100,100,100} ? Maybe that is what I need to do here, use a vector comparison function?

    Read the article

  • sorting char* arrays

    - by skazhy
    Hi! I have a datastructure struct record { char cont[bufferSize]; record *next; }; When I add new records to this structure, I want them to be sorted alphabetically. I made this function, that adds record in the right place (by alphabet) in the linked list: record *start=NULL, *p, *x; void recAdd(char*temp) { p = new record; temp[strlen(temp)] = '\0'; for (int j=0;j<bufferSize;j++) p->cont[j] = temp[j]; if (start==NULL) start=p; else { x=start; int c=0; while (recComp(x->cont,p->cont) <= 0 && x->next != NULL) { x=x->next; c++; } if (c == 0) { p->next=start; start=p; } else { x=start; for (int i=0;i<c;i++) x=x->next; p->next=x->next; x->next=p; } } for (int j=0;j<bufferSize;j++) temp[j] = NULL; }; But somehow it doesn't sort things right. What is wrong with my function?

    Read the article

  • Calculations in a table of data

    - by Christian W
    I have a table of data with survey results, and I want to do certain calculations on this data. The datastructure is somewhat like this: ____________________________________________________________________________________ | group |individual | key | key | key | | | |subkey|subkey|subkey|subkey|subkey|subkey|subkey|subkey|subkey| | | |q|q|q |q |q |q|q|q |q|q|q |q |q |q|q|q |q|q|q |q |q |q|q|q | |-------|-----------|-|-|--|--|---|-|-|--|-|-|--|--|---|-|-|--|-|-|--|--|---|-|-|--| | 1 | 0001 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 | | 1 | 0002 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 | | 1 | 0003 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 | | 2 | 0004 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 | | 2 | 0005 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 | | 3 | 0006 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 | | 4 | 0007 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 |1|7|5 |1 |3 |1|4|1 | ------------------------------------------------------------------------------------ Excuse my poor ascii skills... So, every individual belongs to a group, and has answered some questions. These questions are always grouped in keys and subkeys. Is there any simple method to calculate averages, deviations and similar based on the groupings. Something like public float getAverage(int key, int individual); float avg = getAverage(5,7); I think what I'm asking is what would be the best way to structure the data in C# to make it as easy as possible to work with? I have started making classes for every entity, but I got confused somewhere and something stopped working. So before I continue along this path, I was wondering if there are any other, better, ways of doing this? (Every individual can also have describing variables, like agegroup and such, but that's not important for the base functionality.) Our current solution does all calculations inline in the queries when requesting the data from the database. This works, but it's slow and the number of queries equals questions * individuals + keys * individuals, which could be alot if individual queries. Any suggestions?

    Read the article

  • What the best approach to iterate and "store" files over a directory in C (Linux) ?

    - by Andrei Ciobanu
    I have written a function that checks if to files are duplicates or not. This function signature is: int check_dup_memmap(char *f1_name, char *f2_name) It returns: (-1) - If something went wrong; (0) - If the two files are similar; (+1) - If the two files are different; The next step is to write a function that iterates through all the files in a certain directory,apply the previous function, and gives a report on every existing duplicates. Initially I've thought to write a function that generates a file with all the filenames in a certain directory and then, read that file again and gain and compare every two files. Here is that version of the function, that gets all the filenames in a certain directory. void *build_dir_tree(char *dirname, FILE *f) { DIR *cdir = NULL; struct dirent *ent = NULL; struct stat buf; if(f == NULL){ fprintf(stderr, "NULL file submitted. [build_dir_tree].\n"); exit(-1); } if(dirname == NULL){ fprintf(stderr, "NULL dirname submitted. [build_dir_tree].\n"); exit(-1); } if((cdir = opendir(dirname)) == NULL){ char emsg[MFILE_LEN]; sprintf(emsg, "Cannot open dir: %s [build_dir_tree]\t",dirname); perror(emsg); } chdir(dirname); while ((ent = readdir(cdir)) != NULL) { lstat(ent->d_name, &buf); if (S_ISDIR(buf.st_mode)) { if (strcmp(".", ent->d_name) == 0 || strcmp("..", ent->d_name) == 0) { continue; } build_dir_tree(ent->d_name, f); } else{ fprintf(f, "/%s/%s\n",util_get_cwd(),ent->d_name); } } chdir(".."); closedir(cdir); } Still I consider this approach a little inefficient, as I have to parse the file again and again. In your opinion what are other approaches should I follow: Write a datastructure and hold the files instead of writing them in the file ? I think for a directory with a lot of files, the memory will become very fragmented. Hold all the filenames in auto-expanding array, so that I can easy access every file by their index, because they will in a contiguous memory location. Map this file in memory using mmap() ? But mmap may fail, as the file gets to big. Any opinions on this. I want to choose the most efficient path, and access as few resources as possible. This is the requirement of the program... EDIT: Is there a way to get the numbers of files in a certain directory, without iterating through it ?

    Read the article

  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

    Read the article

  • Efficiently fill resultset in object model

    - by Zeeshan
    Hi, I have an object model whose structure is Dashboard  List of panels     List of containers       List of widgets If i get whole dashboard, with panels + containers + widgets, from Database then multiple I/O requires I want to get it in one I/O .For this i prepared a query which gives me this resultset. DASHBOARDID   PANELID  CONTAINERID  WIDGETID 13                          11                    5              2 13                          11                    5              3 13                          11                    6              4 13                          11                    6              5 13                          12                    7              6 13                          12                    7              7 13                          12                    8              8 13                          12                    8              9 Using list datastructure this model is able to be filled but it takes time i want to efficiently fill this resultset in above object model. is there nay way ?

    Read the article

< Previous Page | 1 2 3