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  • Analyzing Memory Usage: Java vs C++ Negligible?

    - by Anthony
    How does the memory usage of an integer object written in Java compare\contrast with the memory usage of a integer object written in C++? Is the difference negligible? No difference? A big difference? I'm guessing it's the same because an int is an int regardless of the language (?) The reason why I asked this is because I was reading about the importance of knowing when a program's memory requirements will prevent the programmer from solving a given problem. What fascinated me is the amount of memory required for creating a single Java object. Take for example, an integer object. Correct me if I'm wrong but a Java integer object requires 24 bytes of memory: 4 bytes for its int instance variable 16 bytes of overhead (reference to the object's class, garbage collection info & synchronization info) 4 bytes of padding As another example, a Java array (which is implemented as an object) requires 48+bytes: 24 bytes of header info 16 bytes of object overhead 4 bytes for length 4 bytes for padding plus the memory needed to store the values How do these memory usages compare with the same code written in C++? I used to be oblivious about the memory usage of the C++ and Java programs I wrote, but now that I'm beginning to learn about algorithms, I'm having a greater appreciation for the computer's resources.

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  • Where to place the R code for R+Sweave+LaTeX workflow

    - by claytontstanley
    I spent the last week learning 3 new tools: R, Sweave, and LaTeX. One question that came to my mind though when working through my first project: Where do I place the majority of the R code? The tutorials that I read online placed the majority of the R code in the LaTeX .Rnw file. However, I find having a bunch of R calculations in the LaTeX file distracting. What I do find extremely helpful (of course) is to call out to R code in the LaTeX file and embed the result. So the workflow I've been using is to place 99% of my R code in my .R file. I run that file first, save a bunch of calculations as objects, and output the .Rout file once finished (to save the work). Then when running Sweave, I load up that .Rout file, so that I have the majority of my calculations already completed and in the Sweave R session. Then my LaTeX callouts to R are quite simple: Just give me the XTable stored in 'res.table', or give me the result of an already-computed calculation stored in the variable 'res'. So I push towards the minimal amount of R code in the LaTex file possible, to achieve the desired result (embedding stats results in the LaTeX writeup). Does anyone have any experience with this approach? I'm just worried I might run into trouble further down the line, when I start really trying to load up and leverage this workflow.

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  • Using position function for accessing particular node when using While Activity in SOA 11.1.1.5

    - by AJ
    Hi If you are using while activity in SOA Suite 11.1.1.5 and within loop you have a requirement to access repeating node of XML. You might need to use below XPATH expression for accessing the node. Here is the XML that I am using for this example <?xml version='1.0' encoding='UTF-8'?> David DemoJob 1 2012-04-15 40000 0 10 Steve TestJob 1 2012-04-15 40000 0 10 Here you can notice that Emp node is repeating i.e. EmpCollection node will contain multiple employees. Now in loop one of assign activity you need to access a particular node for e.g. For first time loop runs you want to access first node and second time second node and so on. You need to make use of postion() function like bpws:getVariableData('Receive1_Read_InputVariable','body','/ns4:EmpCollection/ns4:Emp[position()=$loopCounter]/ns4:job') Please Note: Here loopCounter is a variable that we have created of type xsd:int and prior to loop we have initialized a value of 1. Loop will run depending on the number of Emp nodes present at runtime. For that in while Activity you can use below XPATH expression ora:countNodes('Receive1_Read_InputVariable','body','/ns4:EmpCollection/ns4:Emp')=bpws:getVariableData('loopCounter') Do let me know in case of any issues or concern. Cheers AJ

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  • Benchmarking ORM associations

    - by barerd
    I am trying to benchmark two cases of self referential many to many as described in datamapper associations. Both cases consist of an Item clss, which may require many other items. In both cases, I required the ruby benchmark library and source file, created two items and benchmarked require/unrequie functions as below: Benchmark.bmbm do |x| x.report("require:") { item_1.require_item item_2, 10 } x.report("unrequire:") { item_1.unrequire_item item_2 } end To be clear, both functions are datamapper add/modify functions like: componentMaps.create :component_id => item.id, :quantity => quantity componentMaps.all(:component_id => item.id).destroy! and links_to_components.create :component_id => item.id, :quantity => quantity links_to_components.all(:component_id => item.id).destroy! The results are variable and in the range of 0.018001 to 0.022001 for require function in both cases, and 0.006 to 0.01 for unrequire function in both cases. This made me suspicious about the correctness of my test method. Edit I went ahead and compared a "get by primary key case" to a "finding first matching record case" by: (1..10000).each do |i| Item.create :name => "item_#{i}" end Benchmark.bmbm do |x| x.report("Get") { item = Item.get 9712 } x.report("First") { item = Item.first :name => "item_9712" } end where the results were very different like 0 sec compared to 0.0312, as expected. This suggests that the benchmarking works. I wonder whether I benchmarked the two types of associations correctly, and whether a difference between 0.018 and 0.022 sec significant?

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  • How exactly is an Abstract Syntax Tree created?

    - by Howcan
    I think I understand the goal of an AST, and I've build a couple of tree structures before, but never an AST. I'm mostly confused because the nodes are text and not number, so I can't think of a nice way to input a token/string as I'm parsing some code. For example, when I looked at diagrams of AST's, the variable and its value were leaf nodes to an equal sign. This makes perfect sense to me, but how would I go about implementing this? I guess I can do it case by case, so that when I stumble upon an "=" I use that as a node, and add the value parsed before the "=" as the leaf. It just seems wrong, because I'd probably have to make cases for tons and tons of things, depending on the syntax. And then I came upon another problem, how is the tree traversed? Do I go all the way down the height, and go back up a node when I hit the bottom, and do the same for it's neighbor? I've seen tons of diagrams on ASTs, but I couldn't find a fairly simple example of one in code, which would probably help.

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  • Is there a Source Insight alternative?

    - by hansioux
    I am not a developer, but for my work I trace a lot of codes. It is actually rather difficult reading other people's code, especially for bigger projects. Source Insight is a great application that stores all the symbols in a data base, so you can see a new function being called, click on it and see how the function is written. You can see all the referrer of a object or jump to a caller. You don't need to break the train of thought and think up shell commands just to find these things every time you ran into a new variable/structure/function from some other files. I have it running on WINE, but there are little glitches that sometimes gets in the way. I know people will mention C-scope, I've tried it, but it really isn't the same. So, with so many huge open source projects out there for Ubuntu, are there native tools to help read them efficiently? EDIT: Thanks for the suggestions, but does CODE::BLOCKS or CodeLite provide abilities to see the function that the mouse clicked on without jumping to it, so I can see the caller and callee at the same time?

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  • GSL Uniform Random Number Generator

    - by Jamaia
    I want to use GSL's uniform random number generator. On their website, they include this sample code: #include <stdio.h> #include <gsl/gsl_rng.h> int main (void) { const gsl_rng_type * T; gsl_rng * r; int i, n = 10; gsl_rng_env_setup(); T = gsl_rng_default; r = gsl_rng_alloc (T); for (i = 0; i < n; i++) { double u = gsl_rng_uniform (r); printf ("%.5f\n", u); } gsl_rng_free (r); return 0; } However, this does not rely on any seed and so, the same random numbers will be produced each time. They also specify the following: The generator itself can be changed using the environment variable GSL_RNG_TYPE. Here is the output of the program using a seed value of 123 and the multiple-recursive generator mrg, $ GSL_RNG_SEED=123 GSL_RNG_TYPE=mrg ./a.out But I don't understand how to implement this. Any ideas as to what modifications I can make to the above code to incorporate the seed?

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  • Inheritance vs composition in this example

    - by Gerenuk
    I'm wondering about the differences between inheritance and composition examined with concrete code relevant arguments. In particular my example was Inheritance: class Do: def do(self): self.doA() self.doB() def doA(self): pass def doB(self): pass class MyDo(Do): def doA(self): print("A") def doB(self): print("B") x=MyDo() vs Composition: class Do: def __init__(self, a, b): self.a=a self.b=b def do(self): self.a.do() self.b.do() x=Do(DoA(), DoB()) (Note for composition I'm missing code so it's not actually shorter) Can you name particular advantages of one or the other? I'm think of: composition is useful if you plan to reuse DoA() in another context inheritance seems easier; no additional references/variables/initialization method doA can access internal variable (be it a good or bad thing :) ) inheritance groups logic A and B together; even though you could equally introduce a grouped delegate object inheritance provides a preset class for the users; with composition you'd have to encapsule the initialization in a factory so that the user does have to assemble the logic and the skeleton ... Basically I'd like to examine the implications of inheritance vs composition. I heard often composition is prefered, but I'd like to understand that by example. Of course I can always start with one and refactor later to the other.

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  • How to get a Toshiba L505 to boot USB or CD

    - by ShroudedCloud
    OK, have a Toshiba L505 (not sure of the extended model number) that got a virus on Windows and will no longer will boot into that, so I'm trying to revive it with Ubuntu. Problem is, when I tell it to boot into a USB image of 12.04 32- or 64-bit, 13.04 64-bit, or elementary Luna 32-bit, it gives me some screen with a copyright from 2000 for Intel, invariably spits out a "media not recognized" type of error and then says PXE-ROM exiting. Well, that's annoying. So I went in with a CD (12.04 x86_64 having tried 32-bit in the past as well). Boot menu, select, starts running. Seeing the loading screen for Ubuntu, going well... until it's not. Again, invariably, it fails. The CD drive will cease spinning at around the same time each time and then the laptop will stop doing everything altogether (at least, everything spins down and it goes quiet). As far as I can tell, it's not to do with what function is being loaded from the CD at the time (because that bit is variable). I'd love to be able to boot from USB (since it will be all but required going forward), but getting the CD to work would be wondrous too. Anyone have any ideas of where I can go from here to try to fix this? My friends and I have turned up nothing.

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  • Best solution for getting referral information in PHP

    - by absentx
    I am currently redoing some link structuring on a website. In the past we have used specific php files on the last step to direct the user to the proper place. Example: www.mysite.com/action/go-to-blue.php or www.mysite.com/action/short/go-to-red.php www.mysite.com/action/tall/go-to-red.php We are now restructuring to eliminate the /short/ or /tall/ directory. What this means is now "go-to-blue.php" will be doing some extra processing to make sure it sends the visitor to the proper place. The static method of the past was quite effective, because, well, if they left from that page we knew we had it right. Now since we are 301 redirecting action/short/go-to-red.php to just action/go-to-red.php it is quite important on "go-to-red.php" that we realize a user may have been redirected from /short/ or /tall/. So right now I am using HTTP_REFERRER and of course in my testing that works fine, but after a lot of reading it is clear that this is not a solid solution, so I was starting to brainstorm on other ways to check and make sure we get the proper referral information. If we could check HTTP_REFERRER plus some other test, I would feel confident we have a pretty good system in place to send the visitor to the right place. Some questions/comments: Could I use a session variable or a cookie to accomplish this goal? If so, would that be maintained through the 301 redirect? I don't see why it wouldn't be.. Passing the url in the url is not an option in this case.

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  • Why do I get "permission denied" errors with Python easy_install?

    - by ATMathew
    I'm an Ubuntu newbie and have been trying to install python's easy_install so that I don't have to deal with source files when install Python libraries. I"ve ran the following, and it seems to install the correct applications: sudo apt-get install python-setuptools However, when i run easy_install sqlalchemy or easy_install pysqlite3, it doesn't work. I get the following error message: install_dir /usr/local/lib/python2.6/dist-packages/ error: can't create or remove files in install directory The following error occurred while trying to add or remove files in the installation directory: [Errno 13] Permission denied: '/usr/local/lib/python2.6/dist-packages/test-easy-install-1674.pth' The installation directory you specified (via --install-dir, --prefix, or the distutils default setting) was: /usr/local/lib/python2.6/dist-packages/ Perhaps your account does not have write access to this directory? If the installation directory is a system-owned directory, you may need to sign in as the administrator or "root" account. If you do not have administrative access to this machine, you may wish to choose a different installation directory, preferably one that is listed in your PYTHONPATH environment variable. For information on other options, you may wish to consult the documentation at: http://packages.python.org/distribute/easy_install.html Please make the appropriate changes for your system and try again. Help! Abraham

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  • Best way to blend colors in tile lighting? (XNA)

    - by Lemoncreme
    I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: return (new Color( (byte)MathHelper.Clamp(color.R / factor, 0, 255), (byte)MathHelper.Clamp(color.G / factor, 0, 255), (byte)MathHelper.Clamp(color.B / factor, 0, 255))); As you can see it does not take the already in place color into account. color is the color of the previous light, which is weakened by the above code by factor. If I wanted to blend using the color already in place, I would use the variable blend. Here is an example of a blend that I tried that failed, using blend: return (new Color( (byte)MathHelper.Clamp(((color.R + blend.R) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.G + blend.G) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.B + blend.B) / 2) / factor, 0, 255))); This color blend produces inaccurate and strange results. I need a blend that is accurate, like the first example, that blends the two colors together. What is the best way to do this?

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  • What are the requirements to test a website using jquery.get() ? [migrated]

    - by Frankie
    I am working on a simple website. It has to search quite a few text files in different sub-folders. The rest of the page uses jquery, so I would like to use it for this also. The function I am looking at is .get() for downloading the files. So my main question is, can I test this on my local computer (Ubuntu Linux) or do I have to have it uploaded to a server? Also, if there's a better way to go about this, that would be nice to know. However, I'm more worried about getting it working. Thanks, Frankie PS: Heres the JS/jQuery code for downloading the files to an array. g_lists = new Array(); $(":checkbox").each(function(i){ if ($(this).attr("name") != "0") { var path = "../" + $(this).attr("name") + ".txt"; $("#bot").append("<br />" + path); // debug $.get(path, function(data){ g_lists[i] = data; $("#bot").html(data); }); } else { g_lists[i] = ""; } }); Edit: Just a note about the path variable. I think it's correct, but I'm not 100% sure. I'm new to web development. Here's some examples it produces and the directory tree of the site. Maybe it will help, can't hurt. . +-- include ¦   +-- jquery.js ¦   +-- load.js +-- index.xhtml +-- style.css +-- txt    +-- Scripting_Tools    +-- Editors.txt    +-- Other.txt Examples of path: ../txt/Scripting_Tools/Editors.txt ../txt/Scripting_Tools/Other.txt Well I'm a new user, so I can't "answer" my own question, so I'll just post it here: After asking for help on a IRC chat channel specific to jQuery, I was told I could use this on a local host. To do this I installed Apache web server, and copied my site into it's directory. More information on setting it up can be found here: http://www.howtoforge.com/ubuntu_debian_lamp_server Then to run the site I navigated my browser to "localhost" and everything works.

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Incorporating libs into module pattern

    - by webnesto
    I have recently started using require.js (along with Backbone.js, jQuery, and a handful of other JavaScript libs) and I love the module pattern (here's a nice synopsis if you're unfamiliar: http://www.adequatelygood.com/2010/3/JavaScript-Module-Pattern-In-Depth). Something I'm running up against is best practices on incorporating libs that don't (out of the box) support the module pattern. For example, jQuery without modification is going to load into a global jQuery variable and that's that. Require.js recognizes this and provides an example project for download with a (slightly) modified version of jQuery to incorporate with a require.js project. This goes against everything I've ever learned about using external libs - never modify the source. I can list a ton of reasons. Regardless, this is not an approach I'm comfortable with. I have been using a mixed approach - wherein I build/load the "traditional" JS libraries in a "traditional" way (available in the global namespace) and then using the module pattern for all of my application code. This seems okay to me, but it bugs me because one of the real beauties of the module pattern (no globals) is getting perverted. Anyone else got a better solution to this problem?

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  • Beginning with shell scripting

    - by Kevin Wyman
    I am fresh into Ubuntu and one of my goals is shell scripting for personal (and maybe public) use. I'm a novice, though I do understand some of the basics (e.g. what a variable, string, loop, etc... is) but to get the most of scripting I need to learn in-depth. I figure the best way to do that is to jump right into scripting and ask questions only pertinent to the stage I am at in my attempted script. Scenario: I have edited my sudoers file to allow my non-root user to run sudo commands without being prompted for a password. Question: In vim, what would be the best code to use for a function that checks whether this condition is [true], If not, prompt the user if they want the script to edit and save the sudoers file to make this condition [true]? Layout - If condition is true, carry-on with rest of script. If condition is not true, the script silently edits/adds the line: %sudo ALL=(ALL:ALL) NOPASSWD: ALL in the sudoers file, saves and then continues on with the next part of the script. Any help with this would be greatly appreciated and assist me in my journey to writing shell scripts.

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  • I don't understand the definition of side effects

    - by Chris Okyen
    I don't understand the wikipedia article on Side Effects: In computer science, a function or expression is said to have a side effect if, in addition to returning a value, it also 1.) Modifies some state or 2.) Has an observable interaction with calling functions or the outside world. I know an example of the first thing that causes a function or expression to have side effects - modifying a state Function and Expression modifying a state : 1.) foo(int X) { return x = x % x; } a = a + 1; What does 2.) - Has an observable interaction with calling functions or the outside world," mean? - Please give an example. The article continues on to say, "For example, a function might modify a global or static variable, modify one of its arguments, raise an exception, write data to a display or file, read data, or call other side-effecting functions...." Are all these examples, examples of 1.) - Modifiying some state , or are they also part of 2.) - Has an observable interaction with calling functions or the outside world?

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  • Oracle R Distribution 2-13.2 Update Available

    - by Sherry LaMonica
    Oracle has released an update to the Oracle R Distribution, an Oracle-supported distribution of open source R. Oracle R Distribution 2-13.2 now contains the ability to dynamically link the following libraries on both Windows and Linux: The Intel Math Kernel Library (MKL) on Intel chips The AMD Core Math Library (ACML) on AMD chips To take advantage of the performance enhancements provided by Intel MKL or AMD ACML in Oracle R Distribution, simply add the MKL or ACML shared library directory to the LD_LIBRARY_PATH system environment variable. This automatically enables MKL or ACML to make use of all available processors, vastly speeding up linear algebra computations and eliminating the need to recompile R.  Even on a single core, the optimized algorithms in the Intel MKL libraries are faster than using R's standard BLAS library. Open-source R is linked to NetLib's BLAS libraries, but they are not multi-threaded and only use one core. While R's internal BLAS are efficient for most computations, it's possible to recompile R to link to a different, multi-threaded BLAS library to improve performance on eligible calculations. Compiling and linking to R yourself can be involved, but for many, the significantly improved calculation speed justifies the effort. Oracle R Distribution notably simplifies the process of using external math libraries by enabling R to auto-load MKL or ACML. For R commands that don't link to BLAS code, taking advantage of database parallelism using embedded R execution in Oracle R Enterprise is the route to improved performance. For more information about rebuilding R with different BLAS libraries, see the linear algebra section in the R Installation and Administration manual. As always, the Oracle R Distribution is available as a free download to anyone. Questions and comments are welcome on the Oracle R Forum.

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  • Defining a function that is both a generator and recursive [on hold]

    - by user96454
    I am new to python, so this code might not necessarily be clean, it's just for learning purposes. I had the idea of writing this function that would display the tree down the specified path. Then, i added the global variable number_of_py to count how many python files were in that tree. That worked as well. Finally, i decided to turn the whole thing into a generator, but the recursion breaks. My understanding of generators is that once next() is called python just executes the body of the function and "yields" a value until we hit the end of the body. Can someone explain why this doesn't work? Thanks. import os from sys import argv script, path = argv number_of_py = 0 lines_of_code = 0 def list_files(directory, key=''): global number_of_py files = os.listdir(directory) for f in files: real_path = os.path.join(directory, f) if os.path.isdir(real_path): list_files(real_path, key=key+' ') else: if real_path.split('.')[-1] == 'py': number_of_py += 1 with open(real_path) as g: yield len(g.read()) print key+real_path for i in list_files(argv[1]): lines_of_code += i print 'total number of lines of code: %d' % lines_of_code print 'total number of py files: %d' % number_of_py

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  • Algorithm for detecting windows in a room

    - by user2733436
    I am dealing with the following problem and i was looking to write a Pseudo-code for developing an algorithm that can be generic for such a problem. Here is what i have come up with thus far. STEP 1 In this step i try to get the robot where it maybe placed to the top left corner. Turn Left - If no window or Wall detected keep going forward 1 unit.. if window or wall detected -Turn right -- if no window or Wall detected keep going forward.. if window or wall detected then top left corner is reached. STEP 2 (We start counting windows after we get to this stage to avoid miscounting) I would like to declare a variable called turns as it will help me keep track if robot has gone around entire room. Turns = 4; Now we are facing north and placed on top left corner. while(turns0){ If window or wall detected (if window count++) Turn Right Turn--; While(detection!=wall || detection!=window){ move 1 unit forward Turn left (if window count++) Turn right } } I believe in doing so the robot will go around the entire room and count windows and it will stop once it has gone around the entire room as the turns get decremented. I don't feel this is the best solution and would appreciate suggestions on how i can improve my Pseudo-code. I am not looking for any code just a algorithm on solving such a problem and that is why i have not posted this in stack overflow. I apologize if my Pseudo-code is poorly written please make suggestions if i can improve that as i am new to this. Thanks.

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  • Collision and Graphics integration

    - by Shlomi Atia
    I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good for bounding volumes and fixed sized sprites. However, for characters with variable height size sprites like this: http://gamemedia.wcgame.ru/data/2011-07-17/game-sprite-sheet.jpg This is no longer good. The character won't align to the ground if I'll draw it from the center. I can just make the sprites the same height, but it will be a waste of memory (the largest sprite is 4 times larger then the smallest one). Even then, this is not an option at all with skeletal sprites like this one: http://user-generated-content.java-gaming.org/img-vault/212a171fc1ebb27ab77608fb9b2dd9bd9205361ce6300b21a7f8d06d025fbbd8.png It seems that the graphics need to be drawn from the ground for characters, but not for other images such as scenery and obstacles. The only solution I could think of was having another position called draw-position, which is the entity center for images, and is the the bottom of the collision volume for characters. Then when I draw relative to that position, it should work properly. I haven't found any references for something like that, so I'm kinda insecure about it. Does anyone knows of a better approach for this problem? Thanks

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  • Apache DVB http video Streaming bandwidth or priority problem

    - by igino manfre'
    I'm streaming few precompressed DVB videos from cloud. The streams are generated from VLC on "impossible" ports (such as 64085, 64086 etc) reverse proxed by Apache on port 80 and 8080. All the generated streams are listed in "http://95.110.164.61/indexv.html". From an ADSL connection with enough downlink bandwidth, recalling the stream generated by VLC (such as "http://95.110.164.61:64087/mpg2_6.4") it flows fluently. Recalling the same stream proxed by Apache ("http://95.110.164.61/mpg2_6.4") the stream stops and goes. The only situation in which the Apache proxed streams flow regularly is from a site connected through 64 Mbps warranted bandwith with RTT to the server less than 10 mseconds. Please note that streams below 2 Mbps are fluently proxed. The system is a single core xeon with windows 2008 R2 on 4 GB of RAM with 1 Gbps of network bandwidth. The drain of computational and bandwidth resources is negligeable, the RAM usage always lower than 50%. On the system I run many VLC streamers. Any of them drains a variable amount of RAM (from about 25 to 70 MB). On the contrary the couple of httpd.exe processes drain no more than 7 MB. Using Wireshark (on the server) I see that VLC directy send to the client much more packets than Apache, and the stream is framgmented on many frames. I'm not a programmer, a newby of Apache. Can anyone please address me to a specific portion of the Apache's huge documentation? Thank you. igino

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  • Application Scope v's Static - Not Quite the same

    - by Duncan Mills
    An interesting question came up today which, innocent as it sounded, needed a second or two to consider. What's the difference between storing say a Map of reference information as a Static as opposed to storing the same map as an application scoped variable in JSF?  From the perspective of the web application itself there seems to be no functional difference, in both cases, the information is confined to the current JVM and potentially visible to your app code (note that Application Scope is not magically propagated across a cluster, you would need a separate instance on each VM). To my mind the primary consideration here is a matter of leakage. A static will be (potentially) visible to everything running within the same VM (OK this depends on which class-loader was used but let's keep this simple), and this includes your model code and indeed other web applications running in the same container. An Application Scoped object, in JSF terms, is much more ring-fenced and is only visible to the Web app itself, not other web apps running on the same server and not directly to the business model layer if that is running in the same VM. So given that I'm a big fan of coding applications to say what I mean, then using Application Scope appeals because it explicitly states how I expect the data to be used and a provides a more explicit statement about visibility and indeed dependency as I'd generally explicitly inject it where it is needed.  Alternative viewpoints / thoughts are, as ever, welcomed...

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  • c++ How to use angular velocity that derived from inertia and force(torque) in 3d

    - by user1217203
    I am relatively new to game development. May my terminology and description are not appropriate. Please excuse my poor phrasing and help me by giving advice on how to question better if this question seems less fitting. I really appreciate your efforts. Hi. I am having hard time interpreting the set of values I have. I have inertia and force(torque) in terms of x y z. FYI I used x and y coordinates as my ground, flat coordinates and z as my up/down. I am assuming that since f = ma, that angular acceleration must be a = f / m. So I divide my torque by inertia. Then I add those x y z values to my angular velocity variable's x y z. However these x y z values confuse me. Don't I need angle/sec or radian/sec sort of values in order to apply rotation? The x y z values I have seemed to not say anything about radians or angular movement. Question : If I have ( 1, 2, 3 ) or any ( x, y, z ) as my angular velocity, how do I actually apply it as angular movement? FYI Here I am pasting my code : float mass = 100; float devidedMass = 1.0/12 * mass; Vec3 innertia( devidedMass* (_box._size.z*_box._size.z + _box._size.x*_box._size.x), devidedMass* (_box._size.y*_box._size.y + _box._size.x*_box._size.x), devidedMass* (_box._size.y*_box._size.y + _box._size.z*_box._size.z )); box._angAccel += forceAng/innertia; box._angVelo += box._angAccel; box._angAccel.allZero(); source of my inertia calculation http://www.health.uottawa.ca/biomech/courses/apa4311/solids.pdf

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  • How can I get cross-browser consistent behavior for TR heights within a table with a set height? [migrated]

    - by Dan
    I have an arbitrary number of tables with an arbitrary number of rows in each, and all tables are the same height. My initial approach was to just set the overall height of the table and hope the rows were smart enough to distribute themselves appropriately. That's not the case. I have 4 different behaviors going on with 4 browsers, but I need them to all render at the very least in a similar way. Safari & Chrome (WebKit): All rows are equal height, creating scroll bars as needed and fitting within table height. Firefox: All rows are the height necessary to fit their content, with the remaining rows overflowing out of the table. Additionally, If the content of the rows does not take up all of the height, only the part of the table with content in it takes the background (though it seems, through use of Firebug, that the actual table [and TR] extend to the bottom of the proper table height). IE: All rows are the height necessary to fit their content, with the remaining rows overflowing out of the table. Obviously this only includes one version of each browser and additional variation would likely appear with more being tested. Ideally, a solution where the browser renders TRs with less content smaller than those with larger content, while still using scrolling within the variable height TRs when the overall height of the table is not enough would be optimum. I could potentially see a solution to achieve that with JS, but can it be done with CSS? Or, if not, can the behavior that WebKit displays be made to work across the browsers? Thanks! PS: Example can be found here.

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