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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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  • gnome-control-center can't set display resolution under openbox

    - by Andy
    I'm running Ubuntu 11.10 with Openbox on my laptop. Since I need to plug different external displays into it and Openbox environment doesn't automatically pick them up, I thought the best solution I can come up with is to use gnome-control-center and it's display settings tool from within Openbox. But although this tool does detect monitors correctly, it can't do any change -- clicking Apply button just doesn't seem to do anything. So my questions are: 1) how to get this tool working? 2) how to run "Displays" tool directly from command-line, skipping control center? 3) is there a better way to automatically detect and set resolutions on internal/external monitors under Openbox? Please note I tried arandr too and it doesn't even work for my environment (doesn't detect external display plugging in at all). For what it's worth, my laptop is Lenovo G560, Ubuntu is x64 version with all the updates rolled over. Thanks for your consideration.

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  • Collision Resolution

    - by CiscoIPPhone
    I know quite well how to check for collisions, but I don't know how to handle the collision in a good way. Simplified, if two objects collide I use some calculations to change the velocity direction. If I don't move the two objects they will still overlap and if the velocity is not big enough they will still collide after next update. This can cause objects to get stuck in each other. But what if I try to move the two objects so they do not overlap. This sounds like a good idea but I have realised that if there is more than two objects this becomes very complicated. What if I move the two objects and one of them collides with other objects so I have to move them too and they may collide with walls etc. I have a top down 2D game in mind but I don't think that has much to do with it. How are collisions usually handled? This question is asked on behalf of Wooh

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  • Monitor not detected - low resolution only

    - by Jens
    I just installed Ubuntu 11.1 on my desktop pc. It was a clean install, no upgrading. I have a Samsung Syncmaster BX2450 connected to the PC. My problem is that I cannot make Ubuntu recognize my monitor - which is capable of more than 1024. I ran a shut down of lightdm, and ran sudo X -configure, but it gave me a "configuration failed". Nothing seems to work - any ideas? VESA: GF119 Board - 13100000 xx@xxx:~$ lspci -nn |grep VGA 02:00.0 VGA compatible controller [0300]: nVidia Corporation GT520 [GeForce GT520] [10de:1040] (rev a1) xx@xxx:~$ xrandr -q xrandr: Failed to get size of gamma for output default Screen 0: minimum 640 x 480, current 1024 x 768, maximum 1024 x 768 default connected 1024x768+0+0 0mm x 0mm 1024x768 61.0* 800x600 61.0 640x480 60.0

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  • Order in which passphrase is asked for encrypted volumes

    - by Lars Kotthoff
    I have installed 12.10 on a machine with two disks. The root partition is on one disk, the swap partition on the other. Both disks are encrypted and I have added the corresponding entries to /etc/crypttab. During boot, it asks for the passphrase for the disk with the root filesystem. Then it continues booting and gets to the login screen before I get a chance to enter the passphrase for the other disk. After logging in, I verified that it was actually waiting for me to enter the passphrase for that second partition (askpass process is running). But at that point, I have no way of entering the passphrase anymore. The manpage for crypttab suggests that the order in which the volumes are specified matters, so I changed it to have the swap disk first. I updated the initramfs and grub afterwards, but it didn't make any difference. How can I specify the order in which the encrypted partitions are unlocked? I'm looking for a solution that either asks for the swap passphrase first or tells the system to wait until all encrypted partitions are unlocked before displaying the login screen.

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  • Apple Cinema Display 23" and grub

    - by Joshua Pruitt
    As per the title, I'm running my display on an older 23" Apple Cinema Display (because I still love it, darn it). I'm pushing it with an ATI Radeon DVI dual-link PCIe card. It works just fine, except GRUB doesn't seem able to push out the 1920x1200 pixel resolution needed in order to show me a boot menu! So..., I keep a smaller second monitor connected as the primary display so that I can see the boot menu and boot the system (I don't use that display once booted). This is a goofy work-around, and I'd like to just use my single display exclusively to boot the machine. I found some grub codes for higher resolutions, but not for 1920x1200. Is it capable of this? Did I just miss it? Thanks in advance!!!

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  • Desktop does not show when I installed nvidia drivers!

    - by Levan
    The desktop does not show after I installed nvidia experimental drivers. I tried nvidia simple proprietary drivers, and they did not work either. Here is how it looks. This is not cropped or any thing. This is how it looks, after the installation of the drivers the desktop resolution decreased from 1440X900 to 1024X768 The desktop only shows desh and panels when I use the open source drivers. Is there any way to fix this so I can get better performance? Thank you in advance. Thanks to rft183 who provided the solution here is another link to the post that states that he found a solution http://ubuntuforums.org/showthread.php?p=12303179#post12303179

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  • How to change screen resolution in slick2d?

    - by SystemNetworks
    I released my game for testing for both windows and mac. I'm using mac as my development workspace. My friends uses windows and the window was to big. I created a 1000*1500 Screen window. I can change the window size but that means I have to re-do all my sprite sheets again with smaller sheets. I don't want to this again but is there a way which I can make the window smaller without changing the size of my sprite and changing co-ordinates of the mouse clicks?

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  • Internet Explorer menu z-order problem [migrated]

    - by robgt
    I have what appears to be a z-order problem with Internet Explorer 9. It might be in other IE versions also, but not tested. I have to assume so. This page: http://www.modelhelicopters.co.uk/partsfinder/trex500esp/frames If you hover over the "All pages for this model" menu item on the parts finder menu bar (below the currency selector) - it should drop down a list of all the parts finder pages for the selected model helicopter. If you view the same page in IE or Chrome etc, you will see how it should appear. In IE9, the menu gets cut off at the top of the main exploded view image - suggesting the z-order is wrong. I have tried amending this with a jquery snippet but it didn't fix IE9. I know the code was inserted by jquery as shown by firebug in firefox. $j('div.std img[src*="/partsfinder/img"]').attr("style","position:relative;z-index:-100;"); I really do not know why this is not working.

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  • Sensor based vs. AABB based collision

    - by Hillel
    I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with my grid data structure optimization. I picked AABB because I want a simple system, but I also want it to be perfect. Now, I've been hearing a lot lately about a different method to handle collision, using sensors, which are placed in the important parts of the entity. I understand it's a good way to handle slopes, better than AABB collision. The thing is, I can't find a basic explanation of how it works, let alone a comparison of it and the AABB method. If someone could explain it to me, or point me to a good tutorial, I'd very much appreciate it, and also a comparison of the advantages and disadvantages of the two techniques would be nice.

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  • Monitor not recognised after apt-get upgrade on 11.10 - maximum 1024x768 resolution

    - by Josh
    I did an apt-get upgrade through update manager on 11.10. After restarting my VGA monitor is no longer recognised and I can only get a maximum of 1024x768 on a 1440x900 monitor. I can't find xorg.conf so I am pretty lost! xrandr output: Screen 0: minimum 320 x 200, current 1024 x 768, maximum 4096 x 4096 VGA-0 connected 1024x768+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 1024x768 60.0* 800x600 60.3 56.2 848x480 60.0 640x480 59.9 DVI-0 disconnected (normal left inverted right x axis y axis) S-video disconnected (normal left inverted right x axis y axis)

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  • 12.04 Dell GX260 resolution for 82845G/GL will not go greater than 1024x768

    - by Steve M
    I am a newbie to Linux and have installed 12.04 on to an old Dell GX260, I was hoping that I could slowly extract myself from Microsoft - but unless I can fix this simplest of problems I am thinking that this version of Linux is not ready for me yet!! I have read various posts but none seem to match, I believe the driver is installed, but under displays the maximum allowed in the drop down box is 1024x768 (4:3) display is unknown and detect displays does nothing. I have loaded all updates available but still no fix. xrandr shows: VGA1 connected 1024x768+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 1024x768 60.0* 800x600 60.3 56.2 848x480 60.0 640x480 59.9 xrandr --addmode VGA1 1360x768 cannot find mode "1360x768" anything above 1024x768 can not be found, but then I could be doing this out of step!!

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  • Why am I stuck at 640x480 on an Optimus hybrid-graphics system?

    - by exilada
    I have Intel HD 3000 graphics card onboard and nvidia 520 mx optimus techolonogy card. I was try to install Nvidia driver but it was failure. Now I cant use anything. Have one resolution 640x480 every media disconnected and I cant connect $ xrandr Screen 0: minimum 320 x 200, current 640 x 480, maximum 8192 x 8192 LVDS1 connected 640x480+0+0 (normal left inverted right x axis y axis) 344mm x 194mm 640x480 59.9* VGA1 disconnected (normal left inverted right x axis y axis) HDMI1 disconnected (normal left inverted right x axis y axis) DP1 disconnected (normal left inverted right x axis y axis) lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09 ) glxinfo | grep vendor server glx vendor string: SGI client glx vendor string: Mesa Project and SGI OpenGL vendor string: Tungsten Graphics, Inc Blockquote something wrong here I guess I try to some solutions but didnt work even it cant nvidia-xconfig file after these By the way system get eror sometimes about xorg Sorry for my English thaks for help.

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  • screen driver problem

    - by exilada
    I have Intel HD 3000 graphics card onboard and nvidia 520 mx optimus techolonogy card. I was try to install Nvidia driver but it was failure. Now I cant use anything. Have one resolution 640x480 every media disconnected and I cant connect $ xrandr Screen 0: minimum 320 x 200, current 640 x 480, maximum 8192 x 8192 LVDS1 connected 640x480+0+0 (normal left inverted right x axis y axis) 344mm x 194mm 640x480 59.9* VGA1 disconnected (normal left inverted right x axis y axis) HDMI1 disconnected (normal left inverted right x axis y axis) DP1 disconnected (normal left inverted right x axis y axis) lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09 ) glxinfo | grep vendor server glx vendor string: SGI client glx vendor string: Mesa Project and SGI OpenGL vendor string: Tungsten Graphics, Inc Blockquote something wrong here I guess I try to some solutions but didnt work even it cant nvidia-xconfig file after these By the way system get eror sometimes about xorg Sorry for my English thaks for help.

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  • Screen Resolution Problem with Ubuntu 14.04 and VirtualBox

    - by user3341257
    Environment: Lenovo T530 running Windows 7. Have installed Ubuntu 14.04 on a virtual machine using VM Virtual Box. Have installed all the updates from both Virtual Box and Ubuntu. Problem: While in Ubuntu's desktop and other Ubuntu initiated programs, the window is reduced to about 3x4 inches showing in the middle of the rest of my regular Virtual Box window. I am seeing only the upper right hand of the screen output of what I would normally see. Please help. I've seen How do I install Guest Additions in a VirtualBox VM? But, none of these answers works in 14.04.

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  • Depth Map resolution shifting

    - by user3669538
    the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite directional light so if the window is 800x600 the depth map must be 800x600, and when i change the size of the shadow map to be 900x600 it starts to be shifted and when it's size be 1024x1024 it also shifts till it disappears the GLSL shadow function float calcShadow(sampler2D Dmap, vec4 coor){ vec4 sh = vec4((coor.xyz/coor.w),1); sh.z *= 0.9; return step(sh.z,texture2D(Dmap,sh.xy).r); } here's the result when it's the same size as the window Colored result & Depth Map and here's the shifted result, as you can notice the depth map is exactly as the previous one with the addition of white space to the right. Colored result http://goo.gl/5lYIFV Depth Map http://goo.gl/7320Dd

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  • setting the position in different resolution

    - by Moaz
    I have a normal game window which is 640*480, and everything is fine, but when I try to maximize the window, the objects translate to different positions on the screen, for example If I have a circle which is drawn at the center in the normal window, when I try to maximize it, it shifts away from the center of the screen. How do I adjust it so it draws at the center in both normal window and maximized window ?

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  • Domain resolution - local first then external

    - by stefgosselin
    I would like to know how I can configure my dns settings so that domain is resolved locally first, then if not resolved it goes to external DNS. I had this working before, I am using Ubuntu through a VM and need the local domain to resolve first but since I have upgraded I had to reconfigure network and now it works only external, local host file does not seem to even be used. Is there an easy way to check this out? I did slap it up in google but no specific answer seemed to match my case and I too tight on delivery deadline to test-and-try different approaches. You guys rock, thanks.

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  • Requiring a specific order of compilaiton

    - by Aber Kled
    When designing a compiled programming language, is it a bad idea to require a specific order of compilation of separate units, according to their dependencies? To illustrate what I mean, consider C. C is the opposite of what I'm suggesting. There are multiple .c files, that can all depend on each other, but all of these separate units can be compiled on their own, in no particular order - only to be linked together into a final executable later. This is mostly due to header files. They enable separate units to share information with each other, and thus the units are able to be compiled independently. If a language were to dispose of header files, and only keep source and object files, then the only option would be to actually include the unit's meta-information in the unit's object file. However, this would mean that if the unit A depends on the unit B, then the unit B would need to be compiled before unit A, so unit A could "import" the unit B's object file, thus obtaining the information required for its compilation. Am I missing something here? Is this really the only way to go about removing header files in compiled languages?

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  • Nvidia Linux Driver Huge Resolution

    - by darxsys
    I'm trying to setup a working CUDA SDK on my Linux Mint. I'm new to Linux and everything connected with it. So, I tried following some steps on how to install CUDA. Firstly, I downloaded a Linux driver from here: http://developer.nvidia.com/cuda/cuda-downloads version 295.41. After that, I barely found a way to run it. I did it like this: 1. typed in sudo init 1 in terminal and switched to root 2. typed service mdm stop 3. ran the *.run file downloaded from the link above Then it started installing the driver. It gave some warning messages, but I ignored it. After installation, I typed init 5 and it came back to GUI screen, BUT everything is huge. I restarted, still huge. My screen resolution is 640x480 on a 17 inch laptop monitor. I tried running Nvidia X Server Settings, but it says: "You do not appear to be using Nvidia X Driver. Please edit your X configuration file." I tried that. Nothing happened. I cant change the resolution because that Nvidia Settings thing gives no options. Then I googled some things, installing some packages - nothing. The biggest problem is I don't understand whats really going on. My laptop is a Samsung with i7 and Nvidia Gt 650M with optimus. I cant even install bumblebee, but that is something I will try if I manage to get my resolution to default. Please, help!

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  • Virtualized Screen Resolution

    - by Jim R
    I have a 64 bit Ubuntu 9.10 workstation with two virtualized guest OSes using KVM/QEMU. Also both 64-bit. One is Fedora 12 the other is beta of Ubuntu 10.04. The problem is that I would like to use a larger size display that is configured by default. Both guest OSes have a maximum screen resolution of 1024x768. I would like to increase this to something like 1280x900 or 1440x900. The resolution of the host system is 1920x1080. This configuration appears to be a result of the installation detecting the resolution being reported by the virtual screen during installation. The only information I have found on the subject suggests modifying the xorg.conf file in the /etc/X11 directory. Neither guest system has this file. I tried creating one by hand in the Fedora system and managed to render it completely unusable. Not a big deal as this is recently installed and can be reinstalled easily. Is what I want to do possible? If so, how do I accomplish it?

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  • Virtualized Screen Resolution

    - by Jim R
    I have a 64 bit Ubuntu 9.10 workstation with two virtualized guest OSes using KVM/QEMU. Also both 64-bit. One is Fedora 12 the other is beta of Ubuntu 10.04. The problem is that I would like to use a larger size display that is configured by default. Both guest OSes have a maximum screen resolution of 1024x768. I would like to increase this to something like 1280x900 or 1440x900. The resolution of the host system is 1920x1080. This configuration appears to be a result of the installation detecting the resolution being reported by the virtual screen during installation. The only information I have found on the subject suggests modifying the xorg.conf file in the /etc/X11 directory. Neither guest system has this file. I tried creating one by hand in the Fedora system and managed to render it completely unusable. Not a big deal as this is recently installed and can be reinstalled easily. Is what I want to do possible? If so, how do I accomplish it?

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  • How can I get penetration depth from Minkowski Portal Refinement / Xenocollide?

    - by Raven Dreamer
    I recently got an implementation of Minkowski Portal Refinement (MPR) successfully detecting collision. Even better, my implementation returns a good estimate (local minimum) direction for the minimum penetration depth. So I took a stab at adjusting the algorithm to return the penetration depth in an arbitrary direction, and was modestly successful - my altered method works splendidly for face-edge collision resolution! What it doesn't currently do, is correctly provide the minimum penetration depth for edge-edge scenarios, such as the case on the right: What I perceive to be happening, is that my current method returns the minimum penetration depth to the nearest vertex - which works fine when the collision is actually occurring on the plane of that vertex, but not when the collision happens along an edge. Is there a way I can alter my method to return the penetration depth to the point of collision, rather than the nearest vertex? Here's the method that's supposed to return the minimum penetration distance along a specific direction: public static Vector3 CalcMinDistance(List<Vector3> shape1, List<Vector3> shape2, Vector3 dir) { //holding variables Vector3 n = Vector3.zero; Vector3 swap = Vector3.zero; // v0 = center of Minkowski sum v0 = Vector3.zero; // Avoid case where centers overlap -- any direction is fine in this case //if (v0 == Vector3.zero) return Vector3.zero; //always pass in a valid direction. // v1 = support in direction of origin n = -dir; //get the differnce of the minkowski sum Vector3 v11 = GetSupport(shape1, -n); Vector3 v12 = GetSupport(shape2, n); v1 = v12 - v11; //if the support point is not in the direction of the origin if (v1.Dot(n) <= 0) { //Debug.Log("Could find no points this direction"); return Vector3.zero; } // v2 - support perpendicular to v1,v0 n = v1.Cross(v0); if (n == Vector3.zero) { //v1 and v0 are parallel, which means //the direction leads directly to an endpoint n = v1 - v0; //shortest distance is just n //Debug.Log("2 point return"); return n; } //get the new support point Vector3 v21 = GetSupport(shape1, -n); Vector3 v22 = GetSupport(shape2, n); v2 = v22 - v21; if (v2.Dot(n) <= 0) { //can't reach the origin in this direction, ergo, no collision //Debug.Log("Could not reach edge?"); return Vector2.zero; } // Determine whether origin is on + or - side of plane (v1,v0,v2) //tests linesegments v0v1 and v0v2 n = (v1 - v0).Cross(v2 - v0); float dist = n.Dot(v0); // If the origin is on the - side of the plane, reverse the direction of the plane if (dist > 0) { //swap the winding order of v1 and v2 swap = v1; v1 = v2; v2 = swap; //swap the winding order of v11 and v12 swap = v12; v12 = v11; v11 = swap; //swap the winding order of v11 and v12 swap = v22; v22 = v21; v21 = swap; //and swap the plane normal n = -n; } /// // Phase One: Identify a portal while (true) { // Obtain the support point in a direction perpendicular to the existing plane // Note: This point is guaranteed to lie off the plane Vector3 v31 = GetSupport(shape1, -n); Vector3 v32 = GetSupport(shape2, n); v3 = v32 - v31; if (v3.Dot(n) <= 0) { //can't enclose the origin within our tetrahedron //Debug.Log("Could not reach edge after portal?"); return Vector3.zero; } // If origin is outside (v1,v0,v3), then eliminate v2 and loop if (v1.Cross(v3).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v2 = v3; v21 = v31; v22 = v32; n = (v1 - v0).Cross(v3 - v0); continue; } // If origin is outside (v3,v0,v2), then eliminate v1 and loop if (v3.Cross(v2).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v1 = v3; v11 = v31; v12 = v32; n = (v3 - v0).Cross(v2 - v0); continue; } bool hit = false; /// // Phase Two: Refine the portal int phase2 = 0; // We are now inside of a wedge... while (phase2 < 20) { phase2++; // Compute normal of the wedge face n = (v2 - v1).Cross(v3 - v1); n.Normalize(); // Compute distance from origin to wedge face float d = n.Dot(v1); // If the origin is inside the wedge, we have a hit if (d > 0 ) { //Debug.Log("Do plane test here"); float T = n.Dot(v2) / n.Dot(dir); Vector3 pointInPlane = (dir * T); return pointInPlane; } // Find the support point in the direction of the wedge face Vector3 v41 = GetSupport(shape1, -n); Vector3 v42 = GetSupport(shape2, n); v4 = v42 - v41; float delta = (v4 - v3).Dot(n); float separation = -(v4.Dot(n)); if (delta <= kCollideEpsilon || separation >= 0) { //Debug.Log("Non-convergance detected"); //Debug.Log("Do plane test here"); return Vector3.zero; } // Compute the tetrahedron dividing face (v4,v0,v1) float d1 = v4.Cross(v1).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v2) float d2 = v4.Cross(v2).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v3) float d3 = v4.Cross(v3).Dot(v0); if (d1 < 0) { if (d2 < 0) { // Inside d1 & inside d2 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } else { // Inside d1 & outside d2 ==> eliminate v3 v3 = v4; v31 = v41; v32 = v42; } } else { if (d3 < 0) { // Outside d1 & inside d3 ==> eliminate v2 v2 = v4; v21 = v41; v22 = v42; } else { // Outside d1 & outside d3 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } } } return Vector3.zero; } }

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  • Configure startup order of websphere application withing EAR

    - by Lukasz L.
    Is it possible to define startup order of the WebSphere enterprise application within EAR (some of descriptor/binding files, META-INF or anywhere else)? The procedure described in IBM InfoCenter requires using AdminConsole, but I would prefer to set fixed order in the EAR to assert that our 2 EAR's will start in fixed order (one is requiring the other to start before). Unfortunatelly, I haven't found in Internet any way for setting startup order other then AdminConsole/wsadmin. I don't want to go into AdminConsole each time I redeploy the EAR.

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  • Order of learning sort algorithms

    - by user619818
    I have already studied bubblesort, insertion sort and selection sort and can implement them in C pretty much from knowledge of the algorithm. I want to go on to learn shellsort, merge sort, heapsort and quicksort, which I guess are a lot harder to understand. What order should I take these other sort algos? I am assuming a simpler sort algo helps learn a more complex one. Don't mind taking on some others if it helps the learning process.

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