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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • Is it ok to dynamic cast "this" as a return value?

    - by Panayiotis Karabassis
    This is more of a design question. I have a template class, and I want to add extra methods to it depending on the template type. To practice the DRY principle, I have come up with this pattern (definitions intentionally omitted): template <class T> class BaseVector: public boost::array<T, 3> { protected: BaseVector<T>(const T x, const T y, const T z); public: bool operator == (const Vector<T> &other) const; Vector<T> operator + (const Vector<T> &other) const; Vector<T> operator - (const Vector<T> &other) const; Vector<T> &operator += (const Vector<T> &other) { (*this)[0] += other[0]; (*this)[1] += other[1]; (*this)[2] += other[2]; return *dynamic_cast<Vector<T> * const>(this); } } template <class T> class Vector : public BaseVector<T> { public: Vector<T>(const T x, const T y, const T z) : BaseVector<T>(x, y, z) { } }; template <> class Vector<double> : public BaseVector<double> { public: Vector<double>(const double x, const double y, const double z); Vector<double>(const Vector<int> &other); double norm() const; }; I intend BaseVector to be nothing more than an implementation detail. This works, but I am concerned about operator+=. My question is: is the dynamic cast of the this pointer a code smell? Is there a better way to achieve what I am trying to do (avoid code duplication, and unnecessary casts in the user code)? Or am I safe since, the BaseVector constructor is private?

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • JSF Portlets in Liferay on JBoss

    - by JBirch
    I'm currently looking at working with and deploying JSF portlets into Liferay 6.0.5, sitting on JBoss 5.1.0. I ran into a lot of trouble trying to port some JSF-y/Seam-y/EJB-y stuff I had lying around, so I thought I'd start simple and work my way up. I could generate generic portlets using the NetBeans Maven archetype for Liferay portlets absolutely fine, but it's rather irrelevant because I wanted JSF portlets I took an example JSF portlet from http://www.liferay.com/downloads/liferay-portal/community-plugins/-/software_catalog/products/5546866 and attempted to deploy into a clean, vanilla installation of Liferay 6.0.5/JBoss 5.1.0 to no avail. The log messages are reproduced at the end of this. This particular example was actually tested for GlassFish and Tomcat, so it's not particularly helpful considering I'm deplying into JBoss. I tried ripping it apart and removing the jsf implementation contained within as there is a jsf implementation shipped with JBoss (Mojarra 1.2_12, in this case). 03:16:17,173 INFO [PortletAutoDeployListener] Copying portlets for /usr/local/[REDACTED]/liferay/liferay-portal-6.0.5/deploy/richfaces-sun-jsf1.2-facelets-portlet-1.2.war Expanding: /usr/local/[REDACTED]/liferay/liferay-portal-6.0.5/deploy/richfaces-sun-jsf1.2-facelets-portlet-1.2.war into /tmp/20110201031617188 Copying 1 file to /tmp/20110201031617188/WEB-INF Copying 1 file to /tmp/20110201031617188/WEB-INF/classes Copying 1 file to /tmp/20110201031617188/WEB-INF/classes Copying 47 files to /usr/local/[REDACTED]/liferay/liferay-portal-6.0.5/jboss-5.1.0/server/default/deploy/richfaces-sun-jsf1.2-facelets-portlet.war Copying 1 file to /usr/local/[REDACTED]/liferay/liferay-portal-6.0.5/jboss-5.1.0/server/default/deploy/richfaces-sun-jsf1.2-facelets-portlet.war Deleting directory /tmp/20110201031617188 03:16:20,075 INFO [PortletAutoDeployListener] Portlets for /usr/local/[REDACTED]/liferay/liferay-portal-6.0.5/deploy/richfaces-sun-jsf1.2-facelets-portlet-1.2.war copied successfully. Deployment will start in a few seconds. 03:16:23,632 INFO [TomcatDeployment] deploy, ctxPath=/richfaces-sun-jsf1.2-facelets-portlet 03:16:24,446 INFO [PortletHotDeployListener] Registering portlets for richfaces-sun-jsf1.2-facelets-portlet 03:16:24,492 INFO [faces] Init GenericFacesPortlet for portlet 1 03:16:24,495 INFO [faces] Bridge class name is org.jboss.portletbridge.AjaxPortletBridge 03:16:24,509 INFO [faces] The bridge does not support doHeaders method 03:16:24,510 INFO [faces] GenericFacesPortlet for portlet 1 initialized 03:16:24,555 INFO [PortletHotDeployListener] 1 portlet for richfaces-sun-jsf1.2-facelets-portlet is available for use 03:16:24,627 SEVERE [webapp] Initialization of the JSF runtime either failed or did not occurr. Review the server''s log for details. java.lang.InstantiationException: org.jboss.portletbridge.context.FacesContextFactoryImpl at java.lang.Class.newInstance0(Class.java:340) at java.lang.Class.newInstance(Class.java:308) at javax.faces.FactoryFinder.getImplGivenPreviousImpl(FactoryFinder.java:537) at javax.faces.FactoryFinder.getImplementationInstance(FactoryFinder.java:394) at javax.faces.FactoryFinder.access$400(FactoryFinder.java:135) at javax.faces.FactoryFinder$FactoryManager.getFactory(FactoryFinder.java:717) at javax.faces.FactoryFinder.getFactory(FactoryFinder.java:239) at javax.faces.webapp.FacesServlet.init(FacesServlet.java:164) at org.apache.catalina.core.StandardWrapper.loadServlet(StandardWrapper.java:1048) at org.apache.catalina.core.StandardWrapper.load(StandardWrapper.java:950) at org.apache.catalina.core.StandardContext.loadOnStartup(StandardContext.java:4122) at org.apache.catalina.core.StandardContext.start(StandardContext.java:4421) at org.jboss.web.tomcat.service.deployers.TomcatDeployment.performDeployInternal(TomcatDeployment.java:310) at org.jboss.web.tomcat.service.deployers.TomcatDeployment.performDeploy(TomcatDeployment.java:142) at org.jboss.web.deployers.AbstractWarDeployment.start(AbstractWarDeployment.java:461) at org.jboss.web.deployers.WebModule.startModule(WebModule.java:118) at org.jboss.web.deployers.WebModule.start(WebModule.java:97) at sun.reflect.GeneratedMethodAccessor286.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.jboss.mx.interceptor.ReflectedDispatcher.invoke(ReflectedDispatcher.java:157) at org.jboss.mx.server.Invocation.dispatch(Invocation.java:96) at org.jboss.mx.server.Invocation.invoke(Invocation.java:88) at org.jboss.mx.server.AbstractMBeanInvoker.invoke(AbstractMBeanInvoker.java:264) at org.jboss.mx.server.MBeanServerImpl.invoke(MBeanServerImpl.java:668) at org.jboss.system.microcontainer.ServiceProxy.invoke(ServiceProxy.java:206) at $Proxy38.start(Unknown Source) at org.jboss.system.microcontainer.StartStopLifecycleAction.installAction(StartStopLifecycleAction.java:42) at org.jboss.system.microcontainer.StartStopLifecycleAction.installAction(StartStopLifecycleAction.java:37) at org.jboss.dependency.plugins.action.SimpleControllerContextAction.simpleInstallAction(SimpleControllerContextAction.java:62) at org.jboss.dependency.plugins.action.AccessControllerContextAction.install(AccessControllerContextAction.java:71) at org.jboss.dependency.plugins.AbstractControllerContextActions.install(AbstractControllerContextActions.java:51) at org.jboss.dependency.plugins.AbstractControllerContext.install(AbstractControllerContext.java:348) at org.jboss.system.microcontainer.ServiceControllerContext.install(ServiceControllerContext.java:286) at org.jboss.dependency.plugins.AbstractController.install(AbstractController.java:1631) at org.jboss.dependency.plugins.AbstractController.incrementState(AbstractController.java:934) at org.jboss.dependency.plugins.AbstractController.resolveContexts(AbstractController.java:1082) at org.jboss.dependency.plugins.AbstractController.resolveContexts(AbstractController.java:984) at org.jboss.dependency.plugins.AbstractController.change(AbstractController.java:822) at org.jboss.dependency.plugins.AbstractController.change(AbstractController.java:553) at org.jboss.system.ServiceController.doChange(ServiceController.java:688) at org.jboss.system.ServiceController.start(ServiceController.java:460) at org.jboss.system.deployers.ServiceDeployer.start(ServiceDeployer.java:163) at org.jboss.system.deployers.ServiceDeployer.deploy(ServiceDeployer.java:99) at org.jboss.system.deployers.ServiceDeployer.deploy(ServiceDeployer.java:46) at org.jboss.deployers.spi.deployer.helpers.AbstractSimpleRealDeployer.internalDeploy(AbstractSimpleRealDeployer.java:62) at org.jboss.deployers.spi.deployer.helpers.AbstractRealDeployer.deploy(AbstractRealDeployer.java:50) at org.jboss.deployers.plugins.deployers.DeployerWrapper.deploy(DeployerWrapper.java:171) at org.jboss.deployers.plugins.deployers.DeployersImpl.doDeploy(DeployersImpl.java:1439) at org.jboss.deployers.plugins.deployers.DeployersImpl.doInstallParentFirst(DeployersImpl.java:1157) at org.jboss.deployers.plugins.deployers.DeployersImpl.doInstallParentFirst(DeployersImpl.java:1178) at org.jboss.deployers.plugins.deployers.DeployersImpl.install(DeployersImpl.java:1098) at org.jboss.dependency.plugins.AbstractControllerContext.install(AbstractControllerContext.java:348) at org.jboss.dependency.plugins.AbstractController.install(AbstractController.java:1631) at org.jboss.dependency.plugins.AbstractController.incrementState(AbstractController.java:934) at org.jboss.dependency.plugins.AbstractController.resolveContexts(AbstractController.java:1082) at org.jboss.dependency.plugins.AbstractController.resolveContexts(AbstractController.java:984) at org.jboss.dependency.plugins.AbstractController.change(AbstractController.java:822) at org.jboss.dependency.plugins.AbstractController.change(AbstractController.java:553) at org.jboss.deployers.plugins.deployers.DeployersImpl.process(DeployersImpl.java:781) at org.jboss.deployers.plugins.main.MainDeployerImpl.process(MainDeployerImpl.java:702) at org.jboss.system.server.profileservice.repository.MainDeployerAdapter.process(MainDeployerAdapter.java:117) at org.jboss.system.server.profileservice.hotdeploy.HDScanner.scan(HDScanner.java:362) at org.jboss.system.server.profileservice.hotdeploy.HDScanner.run(HDScanner.java:255) at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:441) at java.util.concurrent.FutureTask$Sync.innerRunAndReset(FutureTask.java:317) at java.util.concurrent.FutureTask.runAndReset(FutureTask.java:150) at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$101(ScheduledThreadPoolExecutor.java:98) at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.runPeriodic(ScheduledThreadPoolExecutor.java:181) at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:205) at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(ThreadPoolExecutor.java:885) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907) at java.lang.Thread.run(Thread.java:619) 03:16:24,629 INFO [2-facelets-portlet]] Marking servlet FacesServlet as unavailable 03:16:24,630 ERROR [2-facelets-portlet]] Servlet /richfaces-sun-jsf1.2-facelets-portlet threw load() exception javax.servlet.UnavailableException: Initialization of the JSF runtime either failed or did not occurr. Review the server''s log for details. at javax.faces.webapp.FacesServlet.init(FacesServlet.java:172) at org.apache.catalina.core.StandardWrapper.loadServlet(StandardWrapper.java:1048) at org.apache.catalina.core.StandardWrapper.load(StandardWrapper.java:950) at org.apache.catalina.core.StandardContext.loadOnStartup(StandardContext.java:4122) at org.apache.catalina.core.StandardContext.start(StandardContext.java:4421) at org.jboss.web.tomcat.service.deployers.TomcatDeployment.performDeployInternal(TomcatDeployment.java:310) at org.jboss.web.tomcat.service.deployers.TomcatDeployment.performDeploy(TomcatDeployment.java:142) at org.jboss.web.deployers.AbstractWarDeployment.start(AbstractWarDeployment.java:461) at org.jboss.web.deployers.WebModule.startModule(WebModule.java:118) at org.jboss.web.deployers.WebModule.start(WebModule.java:97) at sun.reflect.GeneratedMethodAccessor286.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.jboss.mx.interceptor.ReflectedDispatcher.invoke(ReflectedDispatcher.java:157) at org.jboss.mx.server.Invocation.dispatch(Invocation.java:96) at org.jboss.mx.server.Invocation.invoke(Invocation.java:88) at org.jboss.mx.server.AbstractMBeanInvoker.invoke(AbstractMBeanInvoker.java:264) at org.jboss.mx.server.MBeanServerImpl.invoke(MBeanServerImpl.java:668) at org.jboss.system.microcontainer.ServiceProxy.invoke(ServiceProxy.java:206) at $Proxy38.start(Unknown Source) at org.jboss.system.microcontainer.StartStopLifecycleAction.installAction(StartStopLifecycleAction.java:42) at org.jboss.system.microcontainer.StartStopLifecycleAction.installAction(StartStopLifecycleAction.java:37) at org.jboss.dependency.plugins.action.SimpleControllerContextAction.simpleInstallAction(SimpleControllerContextAction.java:62) at org.jboss.dependency.plugins.action.AccessControllerContextAction.install(AccessControllerContextAction.java:71) at org.jboss.dependency.plugins.AbstractControllerContextActions.install(AbstractControllerContextActions.java:51) at org.jboss.dependency.plugins.AbstractControllerContext.install(AbstractControllerContext.java:348) at org.jboss.system.microcontainer.ServiceControllerContext.install(ServiceControllerContext.java:286) at org.jboss.dependency.plugins.AbstractController.install(AbstractController.java:1631) at org.jboss.dependency.plugins.AbstractController.incrementState(AbstractController.java:934) at org.jboss.dependency.plugins.AbstractController.resolveContexts(AbstractController.java:1082) at org.jboss.dependency.plugins.AbstractController.resolveContexts(AbstractController.java:984) at org.jboss.dependency.plugins.AbstractController.change(AbstractController.java:822) at org.jboss.dependency.plugins.AbstractController.change(AbstractController.java:553) at org.jboss.system.ServiceController.doChange(ServiceController.java:688) at org.jboss.system.ServiceController.start(ServiceController.java:460) at org.jboss.system.deployers.ServiceDeployer.start(ServiceDeployer.java:163) at org.jboss.system.deployers.ServiceDeployer.deploy(ServiceDeployer.java:99) at org.jboss.system.deployers.ServiceDeployer.deploy(ServiceDeployer.java:46) at org.jboss.deployers.spi.deployer.helpers.AbstractSimpleRealDeployer.internalDeploy(AbstractSimpleRealDeployer.java:62) at org.jboss.deployers.spi.deployer.helpers.AbstractRealDeployer.deploy(AbstractRealDeployer.java:50) at org.jboss.deployers.plugins.deployers.DeployerWrapper.deploy(DeployerWrapper.java:171) at org.jboss.deployers.plugins.deployers.DeployersImpl.doDeploy(DeployersImpl.java:1439) at org.jboss.deployers.plugins.deployers.DeployersImpl.doInstallParentFirst(DeployersImpl.java:1157) at org.jboss.deployers.plugins.deployers.DeployersImpl.doInstallParentFirst(DeployersImpl.java:1178) at org.jboss.deployers.plugins.deployers.DeployersImpl.install(DeployersImpl.java:1098) at org.jboss.dependency.plugins.AbstractControllerContext.install(AbstractControllerContext.java:348) at org.jboss.dependency.plugins.AbstractController.install(AbstractController.java:1631) at org.jboss.dependency.plugins.AbstractController.incrementState(AbstractController.java:934) at org.jboss.dependency.plugins.AbstractController.resolveContexts(AbstractController.java:1082) at org.jboss.dependency.plugins.AbstractController.resolveContexts(AbstractController.java:984) at org.jboss.dependency.plugins.AbstractController.change(AbstractController.java:822) at org.jboss.dependency.plugins.AbstractController.change(AbstractController.java:553) at org.jboss.deployers.plugins.deployers.DeployersImpl.process(DeployersImpl.java:781) at org.jboss.deployers.plugins.main.MainDeployerImpl.process(MainDeployerImpl.java:702) at org.jboss.system.server.profileservice.repository.MainDeployerAdapter.process(MainDeployerAdapter.java:117) at org.jboss.system.server.profileservice.hotdeploy.HDScanner.scan(HDScanner.java:362) at org.jboss.system.server.profileservice.hotdeploy.HDScanner.run(HDScanner.java:255) at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:441) at java.util.concurrent.FutureTask$Sync.innerRunAndReset(FutureTask.java:317) at java.util.concurrent.FutureTask.runAndReset(FutureTask.java:150) at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$101(ScheduledThreadPoolExecutor.java:98) at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.runPeriodic(ScheduledThreadPoolExecutor.java:181) at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:205) at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(ThreadPoolExecutor.java:885) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:907) at java.lang.Thread.run(Thread.java:619)

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  • Is Akka a good solution for a concurrent pipeline/workflow problem?

    - by herpylderp
    Disclaimer: I am brand new to Akka and the concept of Actors/Event-Driven Architectures in general. I have to implement a fairly complex problem where users can configure a "concurrent pipeline": Pipeline: consists of 1+ Stages; all Stages execute sequentially Stage: consists of 1+ Tasks; all Tasks execute in parallel Task: essentially a Java Runnable As you can see above, a Task is a Runnable that does some unit of work. Tasks are organized into Stages, which execute their Tasks in parallel. Stages are organized into the Pipeline, which executes its Stages sequentially. Hence if a user specifies the following Pipeline: CrossTheRoadSafelyPipeline Stage 1: Look Left Task 1: Turn your head to the left and look for cars Task 2: Listen for cars Stage 2: Look right Task 1: Turn your head to the right and look for cars Task 2: Listen for cars Then, Stage 1 will execute, and then Stage 2 will execute. However, while each Stage is executing, it's individual Tasks are executing in parallel/at the same time. In reality Pipelines will become very complicated, and with hundreds of Stages, dozens of Tasks per Stage (again, executing at the same time). To implement this Pipeline I can only think of several solutions: ESB/Apache Camel Guava Event Bus Java 5 Concurrency Actors/Akka Camel doesn't seem right because its core competency is integration not synchrony and orchestration across worker threads. Guava is great, but this doesn't really feel like a subscriber/publisher-type of problem. And Java 5 Concurrency (ExecutorService, etc.) just feels too low-level and painful. So I ask: is Akka a strong candidate for this type of problem? If so, how? If not, then why, and what is a good candidate?

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  • How does this snippet of code create a ray direction vector?

    - by Isaac Waller
    In the Minecraft source code, this code is used to create a direction vector for a ray from pitch and yaw:' float f1 = MathHelper.cos(-rotationYaw * 0.01745329F - 3.141593F); float f3 = MathHelper.sin(-rotationYaw * 0.01745329F - 3.141593F); float f5 = -MathHelper.cos(-rotationPitch * 0.01745329F); float f7 = MathHelper.sin(-rotationPitch * 0.01745329F); return Vec3D.createVector(f3 * f5, f7, f1 * f5); I was wondering how it worked, and what is the constant 0.01745329F?

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  • How do I use the gravity vector to correctly transform scene for augmented reality?

    - by gpdawson
    I'm trying figure out how to get an OpenGL specified object to be displayed correctly according to the device orientation (ie. according to the gravity vector from the accelerometer, and heading from compass). The GLGravity sample project has an example which is almost like this (despite ignoring heading), but it has some glitches. For example, the teapot jumps 180deg as the device viewing angle crosses the horizon, and it also rotates spuriously if you tilt the device from portrait into landscape. This is fine for the context of this app, as it just shows off an object and it doesn't matter that it does these things. But it means that the code just doesn't work when you attempt to emulate real life viewing of an OpenGL object according to the device's orientation. What happens is that it almost works, but the heading rotation you apply from the compass gets "corrupted" by the spurious additional rotations seen in the GLGravity example project. Can anyone provide sample code that shows how to adjust correctly for the device orientation (ie. gravity vector), or to fix the GLGravity example so that it doesn't include spurious heading changes? //Clear matrix to be used to rotate from the current referential to one based on the gravity vector bzero(matrix, sizeof(matrix)); matrix[3][3] = 1.0; //Setup first matrix column as gravity vector matrix[0][0] = accel[0] / length; matrix[0][1] = accel[1] / length; matrix[0][2] = accel[2] / length; //Setup second matrix column as an arbitrary vector in the plane perpendicular to the gravity vector {Gx, Gy, Gz} defined by by the equation "Gx * x + Gy * y + Gz * z = 0" in which we arbitrarily set x=0 and y=1 matrix[1][0] = 0.0; matrix[1][1] = 1.0; matrix[1][2] = -accel[1] / accel[2]; length = sqrtf(matrix[1][0] * matrix[1][0] + matrix[1][1] * matrix[1][1] + matrix[1][2] * matrix[1][2]); matrix[1][0] /= length; matrix[1][1] /= length; matrix[1][2] /= length; //Setup third matrix column as the cross product of the first two matrix[2][0] = matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1]; matrix[2][1] = matrix[1][0] * matrix[0][2] - matrix[1][2] * matrix[0][0]; matrix[2][2] = matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0]; //Finally load matrix glMultMatrixf((GLfloat*)matrix);

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  • Returning objects with autorelease but I still leak memory

    - by gok
    I am leaking memory on this: my custom class: + (id)vectorWithX:(float)dimx Y:(float)dimy{ return [[[Vector alloc] initVectorWithX:dimx Y:dimy] autorelease]; } - (Vector*)add:(Vector*)q { return [[[Vector vectorWithX:x+q.x Y:y+q.y] retain] autorelease]; } in app delegate I initiate it: Vector *v1 = [[Vector alloc] initVector]; Vector *v2 = [[Vector alloc] initVector]; Vector *vtotal = [[v1 add:v2] retain]; [v1 release]; [v2 release]; [vtotal release]; How this leaks? I release or autorelease them properly. The app crashes immediately if I don't retain these, because of an early release I guess. It also crashes if I add another release.

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  • Simultaneous launch of Multiple Kernels using CUDA for a GPU

    - by cudadev
    Is it possible to launch two kernels that do independent tasks, simultaneously. For example if I have this Cuda code // host and device initialization ....... ....... // launch kernel1 myMethod1 <<<.... (params); // launch kernel2 myMethod2 <<<..... (params); Assuming that these kernels are independent, is there a facility to launch them at the same time allocating few grids/blocks for each. Does CUDA/OpenCL have this provision.

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  • Multiple threads or process with threads

    - by sergiobuj
    Hi, this is for an assignment so I'm not looking for code. I have to simulate a game where each player has turns and needs to 'pay attention' to what's going on. So far, i know I'll need two threads for each player, one that will sleep until the player's turn and the other paying attention. My question is: Should I work each player as a 'fork' and the threads on the fork, or just create some threads for the player and associate them somehow? It's the first time I've worked with concurrency, semaphores and threads so I'm not sure about the good practices and programming style. Thanks!

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  • What is the fastest way to send 100,000 HTTP requests in Python?

    - by Igor G.
    Hello, I am opening a file which has 100,000 url's. I need to send an http request to each url and print the status code. I am using Python 2.6, and so far looked at the many confusing ways Python implements threading/concurrency. I have even looked at the python concurrence library, but cannot figure out how to write this program correctly. Has anyone come across a similar problem? I guess generally I need to know how to perform thousands of tasks in Python as fast as possible - I suppose that means 'concurrently'. Thank you, Igor

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  • Image Line Trace Math Help Hard To Explain

    - by Ozzy
    Hi all, sorry for the confusing title, its really hard for me to explain what i want. So i created this image :) Ok so the two RED dots are points on an image. The distance between them isnt important. What I want to do is, Using the coordinates for the two dots, work out the angle of the space between them (as shown by the black line between the red dots) Then once the angle is found, on the last red dot, create two points which cross the angle of the first line. Then from that, scan a Half semicircle and get the coordinates of every pixel of the image that the orange line passes. I dnot know if this makes any sense to you lot so i drew another picture: As you can see in the second picture, my idea is applied to a line drawn on a black canavs. The two red dots are the starting coordinates then at the end of the two dots, a less then half semicircle is created. The part that is orange shows the pixels of the image that should be recorded. I have no clue how to start this, so if anyone has any ideas on how i can or on what i need to do, any help is much appreciated :)

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  • Using Java Executor on AppEngine causes AccessControlException

    - by Drew
    How do you get java.util.concurrent.Executor or CompletionService to work on Google AppEngine? The classes are all officially white-listed, but I get a runtime security error when trying to submit asynchronous tasks. Code: // uses the async API but this factory makes it so that tasks really // happen sequentially Executor executor = java.util.concurrent.Executors.newSingleThreadExecutor(); // wrap Executor in CompletionService CompletionService<String> completionService = new ExecutorCompletionService<String>(executor); final SomeTask someTask = new SomeTask(); // this line throws exception completionService.submit(new Callable<String>(){ public String call() { return someTask.doNothing("blah"); } }); // alternately, send Runnable task directly to Executor, // which also throws an exception executor.execute(new Runnable(){ public void run() { someTask.doNothing("blah"); } }); } private class SomeTask{ public String doNothing(String message){ return message; } } Exception: java.security.AccessControlException: access denied (java.lang.RuntimePermission modifyThreadGroup) at java.security.AccessControlContext.checkPermission(AccessControlContext.java:323) at java.security.AccessController.checkPermission(AccessController.java:546) at java.lang.SecurityManager.checkPermission(SecurityManager.java:532) at com.google.appengine.tools.development.DevAppServerFactory$CustomSecurityManager.checkPermission(DevAppServerFactory.java:166) at com.google.appengine.tools.development.DevAppServerFactory$CustomSecurityManager.checkAccess(DevAppServerFactory.java:191) at java.lang.ThreadGroup.checkAccess(ThreadGroup.java:288) at java.lang.Thread.init(Thread.java:332) at java.lang.Thread.(Thread.java:565) at java.util.concurrent.Executors$DefaultThreadFactory.newThread(Executors.java:542) at java.util.concurrent.ThreadPoolExecutor.addThread(ThreadPoolExecutor.java:672) at java.util.concurrent.ThreadPoolExecutor.addIfUnderCorePoolSize(ThreadPoolExecutor.java:697) at java.util.concurrent.ThreadPoolExecutor.execute(ThreadPoolExecutor.java:652) at java.util.concurrent.Executors$DelegatedExecutorService.execute(Executors.java:590) at java.util.concurrent.ExecutorCompletionService.submit(ExecutorCompletionService.java:152) This code works fine when run on Tomcat or via command-line JVM. However, it chokes in the AppEngine SDK Jetty container (tried with Eclipse plugin and the maven-gae-plugin). AppEngine is likely designed to not allow potentially dangerous programs to run, so I could see them completely disabling thread creation. However, why would Google allow you to create a class, but not allow you to call methods on it? White-listing java.util.concurrent is misleading. Is there some other way to do parallel/simultaneous/concurrent tasks on GAE?

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  • Can I remove items from a ConcurrentDictionary from within an enumeration loop of that dictionary?

    - by the-locster
    So for example: ConcurrentDictionary<string,Payload> itemCache = GetItems(); foreach(KeyValuePair<string,Payload> kvPair in itemCache) { if(TestItemExpiry(kvPair.Value)) { // Remove expired item. Payload removedItem; itemCache.TryRemove(kvPair.Key, out removedItem); } } Obviously with an ordinary Dictionary this will throw an exception because removing items changes the dictionary's internal state during the life of the enumeration. It's my understanding that this is not the case for a ConcurrentDictionary as the provided IEnumerable handles internal state changing. Am I understanding this right? Is there a better pattern to use?

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  • Which are the best tools for Graphic Designing?

    - by Jen
    Hello, I want to take up Graphic Designing as my profession. I would be designing Logos, Icons, Stationery, Brochures, Handouts, Book Covers, etc. But I am thoroughly confused as to which tools are the best and which books/resources will help me learn these tools and graphic designing like a professional. I am ready to shell out money to purchase the resources. Please help me out! Thanks, Jen

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  • pushing back an boost::ptr_vector<...>::iterator in another boost::ptr_vector?

    - by Ethan Nash
    Hi all, I have the following code (just typed it in here, might have typos or stuff): typedef boost::ptr_vector<SomeClass> tvec; tvec v; // ... fill v ... tvec vsnap; for(tvec::iterator it = v.begin(); it != v.end(); ++it) { if((*v).anyCondition) vsnap.push_back( it ); // (*it) or &(*it) doesn't work } My problem is now that i cant push_back an iterator in any way, I just don't get the pointer out of the iterator. Is there an easy way i didnt see, or are boosts ptr_vector the false choice for this case? Thanks in advance.

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  • How to create a vector of lists in R?

    - by Martin
    Hi, I have a list (tmpList), which looks like this: $op [1] "empty" $termset $termset$field [1] "entry" $termset[[2]] $termset[[2]]$explode [1] "Y" This is a list with a list inside. If I add this list to a vector theOneVector = c(theOneVector, tmpList) Now the resulting vector is of the length 2, because the first entry ("op") of the list is separated from the tmpList. Is it possible to append the complete tmpList into this vector? I already tried it with theOneVector = c(theOneVector, list(tmpList)) which gives a vector with the length of 1, but it is very cumbersome to access the elements of the list with this extra list around the list. (Too much list in one sentence I think.) Any help would be appreciated, Martin

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  • comparing two angles

    - by Elazar Leibovich
    Given four points in the plane, A,B,X,Y, I wish to determine which of the following two angles is smaller ?ABX or ?ABY. I'd rather not use cos or sqrt, in order to preserve accuracy. In the case where A=(-1,0),B=(0,0), I can compare the two angles ?ABX and ?ABY, by calculating the dot product of the vectors X,Y, and watch it's sign. What I can do in this case is: Determine whether or not ABX turns right or left If ABX turns left check whether or not Y and A are on the same side of the line on segment BX. If they are - ?ABX is a smaller than ABY. If ABX turns right, then Y and A on the same side of BX means that ?ABX is larger than ?ABY. But this seems too complicated to me. Any simpler approach?

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  • How well are SVG filter elements defined?

    - by Peter Becker
    We are considering using SVG filters as part of our toolchain, serving the SVG to browsers capable of supporting it, while serving pre-rendered PNGs to other. One problem we noticed is that the rendering of the filter chains seems to be very inconsistent across renderers. When looking at the "filters01" example from the SVG specification, the rendering looks very different across the tools we tried. Chrome (5.0.307.11) failed to render the image, while other tools (Firefox 3.6, Opera 10.10, Inkscape 0.47, GIMP 2.6.7) render something vaguely similar in style to the picture in the specification, but no two are truly the same. Is that an issue of under-specification or are the tools just not there? If we would use SVG with filter effects: is there a reference tool that can give us a rendering the way it is intended by the spec?

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  • 2D Gaming - How to reflect a ball off the bat?

    - by sid
    Hi there I am pretty new to XNA & game dev and am stuck at ball reflection. My ball is reflecting once it hits the bat, but only in one angle, no matter which angle the bat is at. Here's the code: if (BallRect.Intersects(BatRect)) { Vector2 NormBallVelocity = Ball.velocity; NormBallVelocity.Normalize(); NormBallVelocity = Vector2.Reflect(Ball.velocity, NormBallVelocity); Ball.velocity = NormBallVelocity; } The ball is retracting its way back. How do I make it look like the ball is reflecting off the bat? I have seen other posts but they are on 3D front I am too new to translate it to 2D terms... Thanks Sid

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  • Do I need to check capacity before adding an element to a vector in c++ ?

    - by Cassie
    Hi dear all, I am a newbie to c++ STL vectors so sorry for silly questions in advence. :) In my program, I have a vector which needs to store unknown number of elements. Do I have to check if the vector has achieved its max_size before adding an new element to it ? Will a c++ compiler throw an exception automatically when a program tries to add elements to a full vector ? Thank you very much, Cassie

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  • Interpolation of time series data in R

    - by Pierreten
    I'm not sure what i'm missing here, but i'm basically trying to compute interpolated values for a time series; when I directly plot the series, constraining the interpolation points with "interpolation.date.vector", the plot is correct: plot(date.vector,fact.vector,ylab='Quantity') lines(spline(date.vector,fact.vector,xout=interpolation.date.vector)) When I compute the interpolation, store it in an intermediate variable, and then plot the results; I get a radically incorrect result: intepolated.values <- spline(date.vector,fact.vector,xout=interpolation.date.vector) plot(intepolated.values$x,intepolated.values$y) lines(testinterp$x,testinterp$y) Doesn't the lines() function have to execute the spline() function to retrieve the interpolated points in the same way i'm doing it?

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  • Draw Lines Over a Circle

    - by VOX
    There's a line A-B and C at the center between A and B. It forms a circle as in the figure. If we assume A-B line as a diameter of the circle and then C is it's center. My problem is I have no idea how to draw another three lines (in blue) each 45 degree away from AC or AB. No, this is not a homework, it's part of my complex geometry in a rendering. http://www.freeimagehosting.net/image.php?befcd84d8c.png

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