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  • Deletes that Split Pages and Forwarded Ghosts

    - by Paul White
    Can DELETE operations cause pages to split? Yes. It sounds counter-intuitive on the face of it; deleting rows frees up space on a page, and page splitting occurs when a page needs additional space. Nevertheless, there are circumstances when deleting rows causes them to expand before they can be deleted. The mechanism at work here is row versioning (extract from Books Online below): Isolation Levels The relationship between row-versioning isolation levels (the first bullet point) and page splits is...(read more)

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  • How to add energy ball which disappears when touched by player in UDK?

    - by OliveOne
    I am new to UDK and learning game development. I want to know about how to add a ball to the game world with the following effects/actions: Glowing effect Physics-like object (just having gravity) Particles when touched by player-avatar Disappears in 1-2 seconds after touch Score updates based on different colors of ball I know little about this can be done by kismet, cascade and content creation, but do not know where to start. Please tell me the steps for this. I am trying this weekend in depth.

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  • Help decide HTML5 library or framework

    - by aoi
    I need a library or framework for small html5 contents and animation centric softwares. My priority isn't things like physics or network. I need fast rendering speed, support for touch event and most of all maximum compatibility across various platforms, including ios and android. I am pondering upon sprite js, crafty js, and kinetic js. But i can't really test the platform compatibilities, so can someone please tell me which one covers the maximum number of platforms, and if there are any better free alternatives?

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  • Resources for Game Development in iPhone for beginners [closed]

    - by Volatil3
    Possible Duplicate: What are the best iPhone game development resources? Hi I'm a programmer but I have never worked on Game programming so have no idea about OpenGL and all that. I am more interested to get into physics based games like Angry Birds and want to implement fewer ideas. Can you recommend me some good books which not only teach the concept of game programming but also practical implementation in iPhone platform? Thanks in advance

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  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

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  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

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  • Search Engine Semantics and Website SEO

    Over the past few years, there's been a great deal of emphasis on Search Engine Optimization (SEO) and using it as a "silver bullet" to drive traffic to your website. Clients will frequently come to us for optimization services with the idea that afterwards they will see a huge traffic spike and products will fly off the shelves.

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  • Search Engine Semantics and Website SEO

    Over the past few years, there's been a great deal of emphasis on Search Engine Optimization (SEO) and using it as a "silver bullet" to drive traffic to your website. Clients will frequently come to us for optimization services with the idea that afterwards they will see a huge traffic spike and products will fly off the shelves.

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  • Exchange 2007 issue internet receive connector

    - by user223779
    I have issue with yahoo.co.uk if I send a mail from within the yahoo webconsole the mail arrives in my inbox on the exchange server If I send mail from Iphone configure to send via mail box configure with yahoo setting mail is dropped. It is not the phone I can send perfectly fine to other exchange 2007 servers same service pack etc. if you look at the smtprec log below. this message sent from the phone you can see stops after 354 Start mail input; end with . ,<,EHLO nm26-vm7.bullet.mail.ir2.yahoo.com, ,,250-mail.marcocm.com Hello [212.82.97.49], ,,250-SIZE 10485760, ,,250-PIPELINING, ,,250-DSN, ,,250-ENHANCEDSTATUSCODES, ,,250-AUTH, ,,250-8BITMIME, ,,250-BINARYMIME, ,,250 CHUNKING, ,<,MAIL FROM:, ,*,08D13F3CADECA060;2014-06-04T11:26:50.898Z;1,receiving message ,,250 2.1.0 Sender OK, ,<,RCPT TO:, ,,250 2.1.5 Recipient OK, ,<,DATA, ,,354 Start mail input; end with ., ,+,, This is the message hitting the same server sent from yahoo webmail. ,"220 mail.marcocm.com Microsoft ESMTP MAIL Service ready at Wed, 4 Jun 2014 12:29:26 +0100", ,<,EHLO nm4-vm6.bullet.mail.ir2.yahoo.com, ,,250-mail.xxx.com Hello [212.82.96.104], ,,250-SIZE 10485760, ,,250-PIPELINING, ,,250-DSN, ,,250-ENHANCEDSTATUSCODES, ,,250-AUTH, ,,250-8BITMIME, ,,250-BINARYMIME, ,,250 CHUNKING, ,<,MAIL FROM:, ,*,08D13F3CADECA06B;2014-06-04T11:29:26.237Z;1,receiving message ,,250 2.1.0 Sender OK, ,<,RCPT TO:, ,,250 2.1.5 Recipient OK, ,<,DATA, ,,354 Start mail input; end with ., 2,,250 2.6.0 <[email protected] Queued mail for delivery, <,QUIT, ,,221 2.0.0 Service closing transmission channel, ,-,,Local ,+,, Any Thoughts how to fix this issue much appreciated.

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  • Linux C++: Linker is outputting strange errors

    - by knight666
    Alright, here is the output I get: arm-none-linux-gnueabi-ld --entry=main -dynamic-linker=/system/bin/linker -rpath-link=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -L/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -nostdlib -lstdc++ -lm -lGLESv1_CM -rpath=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -rpath=../../YoghurtGum/lib/Android -L./lib/Android intermediate/Alien.o intermediate/Bullet.o intermediate/Game.o intermediate/Player.o ../../YoghurtGum/bin/YoghurtGum.a -o bin/Galaxians.android intermediate/Game.o: In function `Galaxians::Init()': /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:45: undefined reference to `__cxa_end_cleanup' /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:44: undefined reference to `__cxa_end_cleanup' intermediate/Game.o:(.ARM.extab+0x18): undefined reference to `__gxx_personality_v0' intermediate/Game.o: In function `Player::Update()': /media/YoghurtGum/Tests/Galaxians/src/Player.h:41: undefined reference to `__cxa_end_cleanup' intermediate/Game.o:(.ARM.extab.text._ZN6Player6UpdateEv[_ZN6Player6UpdateEv]+0x0): undefined reference to `__gxx_personality_v0' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum4GameE[_ZTIN10YoghurtGum4GameE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' intermediate/Game.o:(.rodata._ZTI6Player[_ZTI6Player]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum6EntityE[_ZTIN10YoghurtGum6EntityE]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum6ObjectE[_ZTIN10YoghurtGum6ObjectE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' intermediate/Game.o:(.rodata._ZTI6Bullet[_ZTI6Bullet]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTI5Alien[_ZTI5Alien]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata+0x20): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' ../../YoghurtGum/bin/YoghurtGum.a(Sprite.o):(.rodata._ZTIN10YoghurtGum16SpriteDataOpenGLE[_ZTIN10YoghurtGum16SpriteDataOpenGLE]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' ../../YoghurtGum/bin/YoghurtGum.a(Sprite.o):(.rodata._ZTIN10YoghurtGum10SpriteDataE[_ZTIN10YoghurtGum10SpriteDataE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' make: *** [bin/Galaxians.android] Fout 1 Here's an error I managed to decipher: intermediate/Game.o: In function `Galaxians::Init()': /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:45: undefined reference to `__cxa_end_cleanup' /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:44: undefined reference to `__cxa_end_cleanup' This is line 43 through 45: Assets::AddSprite(new Sprite("media\\ViperMarkII.bmp"), "ship"); Assets::AddSprite(new Sprite("media\\alien.bmp"), "alien"); Assets::AddSprite(new Sprite("media\\bat_ball.bmp"), "bullet"); So, what seems funny to me is that the first new is fine (line 43), but the second one isn't. What could cause this? intermediate/Game.o: In function `Player::Update()': /media/YoghurtGum/Tests/Galaxians/src/Player.h:41: undefined reference to `__cxa_end_cleanup' Another issue with new: Engine::game->scene_current->AddObject(new Bullet(m_X + 10, m_Y)); I have no idea where to begin with the other issues. These are my makefiles, They're a giant mess because I'm just trying to get it to work. Static library: # ====================================== # # # # YoghurtGum static library # # # # ====================================== # include ../YoghurtGum.mk PROGS = bin/YoghurtGum.a SOURCES = $(wildcard src/*.cpp) #$(YG_PATH_LIB)/libGLESv1_CM.so \ #$(YG_PATH_LIB)/libEGL.so \ YG_LINK_OPTIONS = -shared YG_LIBRARIES = \ $(YG_PATH_LIB)/libc.a \ $(YG_PATH_LIB)/libc.so \ $(YG_PATH_LIB)/libstdc++.a \ $(YG_PATH_LIB)/libstdc++.so \ $(YG_PATH_LIB)/libm.a \ $(YG_PATH_LIB)/libm.so \ $(YG_PATH_LIB)/libui.so \ $(YG_PATH_LIB)/liblog.so \ $(YG_PATH_LIB)/libGLESv2.so \ $(YG_PATH_LIB)/libcutils.so \ YG_OBJECTS = $(patsubst src/%.cpp, $(YG_INT)/%.o, $(SOURCES)) YG_NDK_PATH_LIB = /home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib all: $(PROGS) rebuild: clean $(PROGS) # remove all .o objects from intermediate and all .android objects from bin clean: rm -f $(YG_INT)/*.o $(YG_BIN)/*.a copy: acpy ../$(PROGS) $(PROGS): $(YG_OBJECTS) $(YG_ARCHIVER) -vq $(PROGS) $(YG_NDK_PATH_LIB)/crtbegin_static.o $(YG_NDK_PATH_LIB)/crtend_android.o $^ && \ $(YG_ARCHIVER) -vr $(PROGS) $(YG_LIBRARIES) $(YG_OBJECTS): $(YG_INT)/%.o : $(YG_SRC)/%.cpp $(YG_COMPILER) $(YG_FLAGS) -I $(GLES_INCLUDES) -c $< -o $@ Test game project: # ====================================== # # # # Galaxians # # # # ====================================== # include ../../YoghurtGum.mk PROGS = bin/Galaxians.android YG_COMPILER = arm-none-linux-gnueabi-g++ YG_LINKER = arm-none-linux-gnueabi-ld YG_PATH_LIB = ./lib/Android YG_LIBRARIES = ../../YoghurtGum/bin/YoghurtGum.a YG_PROGS = bin/Galaxians.android GLES_INCLUDES = ../../YoghurtGum/src ANDROID_NDK_ROOT = /home/oem/android-ndk-r3 NDK_PLATFORM_VER = 5 YG_NDK_PATH_LIB = $(ANDROID_NDK_ROOT)/build/platforms/android-$(NDK_PLATFORM_VER)/arch-arm/usr/lib YG_LIBS = -nostdlib -lstdc++ -lm -lGLESv1_CM #YG_COMPILE_OPTIONS = -g -rdynamic -Wall -Werror -O2 -w YG_COMPILE_OPTIONS = -g -Wall -Werror -O2 -w YG_LINK_OPTIONS = --entry=main -dynamic-linker=/system/bin/linker -rpath-link=$(YG_NDK_PATH_LIB) -L$(YG_NDK_PATH_LIB) $(YG_LIBS) SOURCES = $(wildcard src/*.cpp) YG_OBJECTS = $(patsubst src/%.cpp, intermediate/%.o, $(SOURCES)) all: $(PROGS) rebuild: clean $(PROGS) clean: rm -f intermediate/*.o bin/*.android $(PROGS): $(YG_OBJECTS) $(YG_LINKER) $(YG_LINK_OPTIONS) -rpath=$(YG_NDK_PATH_LIB) -rpath=../../YoghurtGum/lib/Android -L$(YG_PATH_LIB) $^ $(YG_LIBRARIES) -o $@ $(YG_OBJECTS): intermediate/%.o : src/%.cpp $(YG_COMPILER) $(YG_COMPILE_OPTIONS) -I ../../YoghurtGum/src/GLES -I ../../YoghurtGum/src -c $< -o $@ Any help would be appreciated.

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  • IIS Logfile Visualization with XNA

    - by BobPalmer
    In my office, I have a wall mounted monitor who's whole purpose in life is to display perfmon stats from our various servers.  And on a fairly regular basis, I have folks walk by asking what the lines mean.    After providing the requisite explaination about CPU utilization, disk I/O bottlenecks, etc. this is usually followed by some blank stares from the user in question, and a distillation of all of our engineering wizardry down to the phrase 'So when the red line goes up that's bad then?'   This of course would not do.  So I talked to my friends and our network admin about an option to show something more eye catching and visual, with which we could catch at a glance a feel for what was up with our site.    He initially pointed me out to a video showing GLTail and Chipmunk done in Ruby.  Realizing this was both awesome, and that I needed an excuse to do something in XNA, I decided to knock out a proof of concept for something very similar, but with a few tweaks.   Here's a link to a video of the current prototype:   http://www.youtube.com/watch?v=jM_PWZbtH2I   Essentially this app opens up a log file (even an active one) and begins pulling out the lines of text.  (Here's a good Code Project link that covers how to do tail reading from an active text file: http://www.codeproject.com/KB/files/tail.aspx).   As new data is added, a bubble is generated in the application - a GET statement comes from the left, and a POST from the right.  I then run it through a series of expression checkers, and based on the kind of statement and the pattern, a bubble of an appropriate color is generated.   For example, if I get a 500, a huge red bubble pops out.  Others are based on the part of the system the page is from - i.e. green bubbles are from our claims management subsystem, and blue bubbles are from the pages our scheduling staff use to schedule patients.  Others include the purple bubbles for security and login, and yellow bubbles for some miscellaneous pages.   The little grey bubbles represent things like images, JS, CSS, etc - and their small size makes them work like grease to keep the larger page bubbles moving.   The app is also smart enough that if it is starting to bog down with handling the physics and interactions, it will suspend new bubbles until enough have dropped off that performance can resume (you can see this slight stuttering in the sample video).   The net result is that anyone will be able to look up on the wall monitor, and instantly get a quick feel for how things are going on the floor.  Website slow?  You can get a feel for both volume and utilized modules with one glance.  Website crashing?  Look for a wall of giant red bubbles.  No activity at all?  Maybe the site is down.  Now couple this with utilization within a farm, and cross referenced with a second app showing the same kind of data from your SQL database...   As for the app itself, it's a windows XNA project with the code in C#.   The physics are handled by the Farseer physicis eingine for XNA (http://www.codeplex.com/FarseerPhysics) which is just pure goodness.  The samples are great, and I had the app up and working in two evenings (half of that was fine tuning, and the other was me coding with a kid in my lap).   My next steps include wiring this to SQL (I have some ideas...), and adding a nice configuration module.  For example, you could use polygons, etc to tie to your regex - or more entertaining things like having a little human ragdoll to represent a user login.     Once that's wrapped up and I have a chance to complete some hardening, I will be releasing the whole thing into the wild as opensource.     Feel free to ping me if you have any questions! -Bob

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  • How do you report out user research results?

    - by user12277104
    A couple weeks ago, one of my mentees asked to meet, because she wanted my advice on how to report out user research results. She had just conducted her first usability test for her new employer, and was getting to the point where she wanted to put together some slides, but she didn't want them to be boring. She wanted to talk with me about what to present and how best to present results to stakeholders. While I couldn't meet for another week, thanks to slideshare, I could quickly point her in the direction that my in-person advice would have led her. First, I'd put together a panel for the February 2012 New Hampshire UPA monthly meeting that we then repeated for the 2012 Boston UPA annual conference. In this panel, I described my reporting techniques, as did six of my colleagues -- two of whom work for companies smaller than mine, and four of whom are independent consultants. Before taking questions, we each presented for 3 to 5 minutes on how we presented research results. The differences were really interesting. For example, when do you really NEED a long, written report (as opposed to an email, spreadsheet, or slide deck with callouts)? When you are reporting your test results to the FDA -- that makes sense. in this presentation, I describe two modes of reporting results that I use.  Second, I'd been a participant in the CUE-9 study. CUE stands for Comparative Usability Evaluation, and this was the 9th of these studies that Rolf Molich had designed. Originally, the studies were designed to show the variability in evaluation methods practitioners use to evaluate websites and applications. Of course, using methods and tasks of their own choosing, the results were wildly different. However, in this 9th study, the tasks were the same, the participants were the same, and the problem severity scale was the same, so how would the results of the 19 practitioners compare? Still wildly variable. But for the purposes of this discussion, it gave me a work product that was not proprietary to the company I work for -- a usability test report that I could share publicly. This was the way I'd been reporting results since 2005, and pretty much what I still do, when time allows.  That said, I have been continuing to evolve my methods and reporting techniques, and sometimes, there is no time to create that kind of report -- the team can't wait the days that it takes to take screen shots, go through my notes, refer back to recordings, and write it all up. So in those cases, I use bullet points in email, talk through the findings with stakeholders in a 1-hour meeting, and then post the take-aways on a wiki page. There are other requirements for that kind of reporting to work -- for example, the stakeholders need to attend each of the sessions, and the sessions can't take more than a day to complete, but you get the idea: there is no one "right" way to report out results. If the method of reporting you are using is giving your stakeholders the information they need, in a time frame in which it is useful, and in a format that meets their needs (FDA report or bullet points on a wiki), then that's the "right" way to report your results. 

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  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

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  • I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

    - by Register Sole
    Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to be able to stack. I also want friction and gravity. I have a detection mechanism that returns the separating axis, how long the polygons are overlapping, and up to 2 points of contact. For the response, I am currently using an impulse-based response, which main idea is: find the separating axis, length of overlap, and the point of contact (if there are two, pick a random point between to simulate averaged force. i believe there are better ways than this) separate the object (modifying their positions, taking into account of their masses. i do not separate them completely though, to keep track that they are colliding to reduce jitter) calculate normal force based on the coefficient of restitution as if there is no friction. calculate friction, as if there is no normal force. I also assume that the direction of the friction is the same throughout the collision. apply the two forces (which result in a rather inaccurate result, since each force is calculated as if the other is not present. for non-rotating bodies though, this method is exact) I am aware that this method requires the coefficient of friction to be sufficiently small due to the assumption that the direction of friction stays the same in a collision. Also, the result is visually satisfying if gravity is not present. However, when there is gravity, objects on ground jitter and drift (even with zero coefficient of restitution)! It also happens for stacking objects. Larger coefficient of restitution and gravity increase the jittering. I hope you can help me with this. Some things i would like to know more about is how to handle collision with two point of contacts (how to end up having an object sitting still on the ground?), how to reduce, and prevent if possible, jitter and drift (do people use the most accurate method possible, or is there a trick to overcome this?), and how to handle multiple objects collision (for example, in the case of stacking objects, how do I check collisions between all of them and keep them all stable at every frame so they don't jitter?). A total reformulation of my algorithm is also welcomed, as long as it works. Another thing to note is that I am not making a Physics game, so I only need a visually satisfying response (though a realistic response is preferable, if it is not performance-heavy). But surely jittering and drifting objects on flat ground are not at all acceptable. In addition, I am a Physics student, so feel free to talk about impulse and whatever needed. Finally, I'm sorry for the long post. I tried to be as concise as I can. Thank you for reading it! EDIT It seems what I didn't manage to come up all this time is to separate resting contact as a class of its own and how to solve them. Currently reading the paper suggested by Jedediah. More suggestions on the topic are welcome :) CASE CLOSED After reading various papers referenced in the paper, successfully implemented simultaneous impulse method (referring to the original paper by Erin Catto, [Catt05]). Thanks maaaan!! The paper is wonderful. The current system is visibly much better than the previous. Still haven't separated resting contact as a class of its own though, which brings me to my next question. Love you all! Haha (sorry, I'm just so happy thanks to you).

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  • Are SharePoint site templates really less performant than site definitions?

    - by Jim
    So, it seems in the SharePoint blogosphere that everybody just copies and pastes the same bullet points from other blogs. One bullet point I've seen is that SharePoint site templates are less performant than site definitions because site definitions are stored on the file system. Is that true? It seems odd that site templates would be less performant. It's my understanding that all site content lives in a database, whether you use a site template or a site definition. A site template is applied once to the database, and from then on the site should not care if the content was created using a site template or not. So, does anybody have an architectural reason why a site template would be less performant than a site definition? Edit: Links to the blogs that say there is a performance difference: From MSDN: Because it is slow to store templates in and retrieve them from the database, site templates can result in slower performance. From DevX: However, user templates in SharePoint can lead to performance problems and may not be the best approach if you're trying to create a set of reusable templates for an entire organization. From IT Footprint: Because it is slow to store templates in and retrieve them from the database, site templates can result in slower performance. Templates in the database are compiled and executed every time a page is rendered. From Branding SharePoint:Custom site definitions hold the following advantages over custom templates: Data is stored directly on the Web servers, so performance is typically better. At a minimum, I think the above articles are incomplete, and I think several are misleading based on what I know of SharePoints architecture. I read another blog post that argued against the performance differences, but I can't find the link.

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  • Checked status not updated in CheckBox template

    - by Simon
    Hey there. I'm trying to create an hyperlink that changes its text depending on a boolean value. I thought I could leverage the IsChecked method of a CheckBox. So I wrote this ControlTemplate for a CheckBox: <CheckBox Checked="CheckBox_Checked" IsChecked="{Binding Path=SomeBool, Mode=TwoWay}"> <CheckBox.Template> <ControlTemplate TargetType="{x:Type CheckBox}"> <BulletDecorator> <BulletDecorator.Bullet> <TextBlock> <Hyperlink> <TextBlock x:Name="TextBoxHyperlink">Unchecked</TextBlock> </Hyperlink> </TextBlock> </BulletDecorator.Bullet> <ContentPresenter /> </BulletDecorator> <ControlTemplate.Triggers> <Trigger Property="IsChecked" Value="True"> <Setter TargetName="TextBoxHyperlink" Property="Text" Value="Checked" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </CheckBox.Template> </CheckBox> But when I click on the hyperlink, nothing happens. The checked status is not changed and the Text property of the TextBlock is not updated. Any ideas?

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  • How do you make a static sprite be a child of another sprite in cocos2D while using SpaceManager

    - by JJBigThoughts
    I have two static (STATIC_MASS) SpaceManager sprites. One is a child of the other - by which I mean that one sort of builds up the other one, but although the child's images shows up in the right place, the child doesn't seem to exists in the chipmunk physics engine, like I would expect. In my case, I have a backboard (rectangular sprite) and a hoop (a circular sprite). Since I might want to move the backboard, I'd like to attach the hoop to backboard so that the hoop automatically moves right along with the backboard. Here, we see a rotating backboard with attached hoop. It looks OK on the screen, but other objects only bounce off the backboard but pass right through the hoop (in a bad sense of the term). What doesn't my child sprite seem to exist in the physics engine? // Add Backboard cpShape *shapeRect = [smgr addRectAt:cpvWinCenter mass:STATIC_MASS width:200 height:10 rotation:0.0f ];// We're upgrading this cpCCSprite * cccrsRect = [cpCCSprite spriteWithShape:shapeRect file:@"rect_200x10.png"]; [self addChild:cccrsRect]; // Spin the static backboard: http://stackoverflow.com/questions/2691589/how-do-you-make-a-sprite-rotate-in-cocos2d-while-using-spacemanager // Make static object update moves in chipmunk // Since Backboard is static, and since we're going to move it, it needs to know about spacemanager so its position gets updated inside chipmunk. // Setting this would make the smgr recalculate all static shapes positions every step // cccrsRect.integrationDt = smgr.constantDt; // cccrsRect.spaceManager = smgr; // Alternative method: smgr.rehashStaticEveryStep = YES; smgr.rehashStaticEveryStep = YES; // Spin the backboard [cccrsRect runAction:[CCRepeatForever actionWithAction: [CCSequence actions: [CCRotateTo actionWithDuration:2 angle:180], [CCRotateTo actionWithDuration:2 angle:360], nil] ]]; // Add the hoop cpShape *shapeHoop = [smgr addCircleAt:ccp(100,-45) mass:STATIC_MASS radius: 50 ]; cpCCSprite * cccrsHoop = [cpCCSprite spriteWithShape:shapeHoop file:@"hoop_100x100.png"]; [cccrsRect addChild:cccrsHoop]; This is only half working for me. Note: SpaceManager is a toolkit for working with cocos2D-iphone

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  • Low-Hanging Fruit: Obfuscating non-critical values in JavaScript

    - by Piskvor
    I'm making an in-browser game of the type "guess what place/monument/etc. is in this satellite/aerial view", using Google Maps JS API v3. However, I need to protect against cheaters - you have to pass a google.maps.LatLng and a zoom level to the map constructor, which means a cheating user only needs to view source to get to this data. I am already unsetting every value I possibly can without breaking the map (such as center and the manipulation functions like setZoom()), and initializing the map in an anonymous function (so the object is not visible in global namespace). Now, this is of course in-browser, client-side, untrusted JavaScript; I've read much of the obfuscation tag and I'm not trying to make the script bullet-proof (it's just a game, after all). I only need to make the obfuscation reasonably hard against the 1337 Java5kryp7 haxz0rz - "kid sister encryption", as Bruce Schneier puts it. Anything harder than base64 encoding would deter most cheaters by eliminating the lowest-hanging fruit - if the cheater is smart and determined enough to use a JS debugger, he can bypass anything I can do (as I need to pass the value to Google Maps API in plaintext), but that's unlikely to happen on a mass scale (there will also be other, not-code-related ways to prevent cheating). I've tried various minimizers and obfuscators, but those will mostly deal with code - the values are still shown verbatim. TL;DR: I need to obfuscate three values in JavaScript. I'm not looking for bullet-proof armor, just a sneeze-guard. What should I use?

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  • Javascript changing source of an image

    - by Pete Herbert Penito
    Hi Everyone! I have some javascript which runs a timer that animates something on the website. It all works perfectly but I want to get an image to change when the animation is run, It uses jquery: if(options.auto && dir=="next" && !clicked) { timeout = setTimeout(function(){ if (document.images['bullet1'].src == "img/bulletwhite.png") { document.images['bullet1'].src = "img/bullet.png"; document.images['bullet2'].src = "img/bulletwhite.png"; } animate("next",false); },diff*options.speed+options.pause); } options.auto means that its automatically cycling, dir is the direction of the motion and clicked is whether or not the user clicked it. Is there something wrong with my syntax here? I ran firebug with it, and it doesn't throw any errors, it simply won't work. Any advice would help! I should mention that the src of bullet1 starts at bulletwhite.png and then I was hoping for it to change to bullet.png and have bullet2 change to bulletwhite.png.

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  • How to split up levels? (cocos2d,box2d,iphone) to save CPU and memory?

    - by cocos2dbeginner
    Hi, so I'm going to create large levels. But there's a problem: There's much unseen space (it's a jump'n run like mario bros.) and this will use memory + cpu. so how could I split up my levels? I'm using Box2D+ cocos2d for iphone. Any ideas? Mayby just set the visible property to NO? But it would be still in the memory :(. But what with the box2d bodies? Destroy and recreate them would be to heavy for the FPS, because I have physics built in which should not be recreated. Should I make fix points where i want to split the level up, than if the player is 200 px away it should preload it. and if the player is 200 px away from the last part of the level I unload it. But there would be the problem with the physics, because on the start of the level it has a unique movement and later if i destroy and recreate it it would do the same. but i don't want that. other ideas?

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  • How can I restore the "auto" values with for list-style-type in nested unordered lists with CSS?

    - by Michael
    By default, an unstyled set of nested <ul> lists looks like this (in Chrome, Firefox, and IE at least): The top level has a list-style-type of disc, the next level is circle, and subsequent levels are square. If I include a stylesheet that changes the list-style-type to none, is there a simple way to revert back to the "automatic bullet types" later in the document? (e.g., override with a subsequent CSS definition or JavaScript style change) Basically, I'm looking for something like list-style-type: auto; (which is apparently not valid and has no effect): <style type="text/css"> ul { list-style-type: none; } ul { list-style-type: auto; } /* Does not work */ </style> Setting the list-style-type back to disc changes every bullet in the list and I no longer see different bullets at different levels, so that doesn't work either. Is the only way to accomplish this by explicitly defining styles for every level? e.g.: <style type="text/css"> ul { list-style-type: disc; } ul ul { list-style-type: circle; } ul ul ul { list-style-type: square; } </style>

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  • Weird stuttering issues not related to GC.

    - by Smills
    I am getting some odd stuttering issues with my game even though my FPS never seems to drop below 30. About every 5 seconds my game stutters. I was originally getting stuttering every 1-2 seconds due to my garbage collection issues, but I have sorted those and will often go 15-20 seconds without a garbage collection. Despite this, my game still stutters periodically even when there is no GC listed in logcat anywhere near the stutter. Even when I take out most of my code and simply make my "physics" code the below code I get this weird slowdown issue. I feel that I am missing something or overlooking something. Shouldn't that "elapsed" code that I put in stop any variance in the speed of the main character related to changes in FPS? Any input/theories would be awesome. Physics: private void updatePhysics() { //get current time long now = System.currentTimeMillis(); //added this to see if I could speed it up, it made no difference Thread myThread = Thread.currentThread(); myThread.setPriority(Thread.MAX_PRIORITY); //work out elapsed time since last frame in seconds double elapsed = (now - mLastTime2) / 1000.0; mLastTime2 = now; //measures FPS and displays in logcat once every 30 frames fps+=1/elapsed; fpscount+=1; if (fpscount==30) { fps=fps/fpscount; Log.i("myActivity","FPS: "+fps+" Touch: "+touch); fpscount=0; } //this should make the main character (theoretically) move upwards at a steady pace mY-=100*elapsed; //increase amount I translate the draw to = main characters Y //location if the main character goes upwards if (mY<=viewY) { viewY=mY; } }

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  • How much is too much memory allocation in NDK?

    - by Maximus
    The NDK download page notes that, "Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't allocate much memory, such as signal processing, physics simulation, and so on." I came from a C background and was excited to try to use the NDK to operate most of my OpenGL ES functions and any native functions related to physics, animation of vertices, etc... I'm finding that I'm relying quite a bit on Native code and wondering if I may be making some mistakes. I've had no trouble with testing at this point, but I'm curious if I may run into problems in the future. For example, I have game struct defined (somewhat like is seen in the San-Angeles example). I'm loading vertex information for objects dynamically (just what is needed for an active game area) so there's quite a bit of memory allocation happening for vertices, normals, texture coordinates, indices and texture graphic data... just to name the essentials. I'm quite careful about freeing what is allocated between game areas. Would I be safer setting some caps on array sizes or should I charge bravely forward as I'm going now?

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  • How to split this string and identify first sentence after last '*'?

    - by DaveDev
    I have to get a quick demo for a client, so this is a bit hacky. Please don't flame me too much! :-) I'm getting a string similar to the following back from the database: The object of the following is to do: * blah 1 * blah 2 * blah 3 * blah 4. Some more extremely uninteresting text. Followed by yet another sentence full of extrememly uninteresting text. Thankfully this is the last sentence. I need to format this so that each * represents a bullet point, and the sentence after the last * goes onto a new line, ideally as follows: The object of the following is to do: blah 1 (StackOverflow wants to add bullet points here, but I just need '*') blah 2 blah 3 blah 4. Some more extremely uninteresting text. Followed by yet another sentence full of extrememly uninteresting text. Thankfully this is the last sentence. It's easy enough to split the string by the * character and replace that with <br /> *. I'm using the following for that: string description = GetDescription(); description = description.Replace("*", "<br />*"); // it's going onto a web page. but the result this gives me is: The object of the following is to do: blah 1 blah 2 blah 3 blah 4. Some more extremely uninteresting text. Followed by yet another sentence full of extrememly uninteresting text. Thankfully this is the last sentence. I'm having a bit of difficulty identifying the fist sentence after the last '*' so I can put a break there too. Can somebody show me how to do this?

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