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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • MP3 files downloaded from cloud incomplete/cut off (Android app)

    - by rudefyet
    I noticed today on my phone (Droid X running Android 2.2.1) that when streaming the Ubuntu One app would skip to the next song before the previous one had finished. Looking into it, one of the mp3s downloaded from the server was only 2.5MB instead of 4.2MB as it shows on the server itself via one.ubuntu.com. It's happened with multiple tracks today (I remember it happening once the first time I used the app too but shrugged it off as a glitch). The app itself shows a star on the playlist item indicating the file was downloaded even though it was apparently cut off for some reason, perhaps lack of good cell coverage, or some sort of dropped connection. It seems like the latter may be happening and instead of showing an error or retrying it just stops and shows the download is complete.

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  • ASP.NET Podcast Show #142 - MonoTouch - iPhone Development with .NET/C# - Video & Audio

    Subscribe to Everything. Subscribe to WMV. Subscribe to M4V. Subscribe to MP3. Download WMV. Download M4V. Download MOV. Download MP3. Show Notes: Apple, Developers, and Licensing.Why Develop on the iPhone.What is Mono and MonoTouch.Getting started with a Hello World style application.UITableView with a custom table cell.Acceleration. Note: There is a shake event, this is done to show acceleration.MonoTouch ebook.Professional iPhone Development wit MonoTouch and .NET/C#....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • how to fully unit test functions and their internal validation

    - by Patrick
    I am just now getting into formal unit testing and have come across an issue in testing separate internal parts of functions. I have created a base class of data manipulation (i.e.- moving files, chmodding file, etc) and in moveFile() I have multiple levels of validation to pinpoint when a moveFile() fails (i.e.- source file not readable, destination not writeable). I can't seem to figure out how to force a couple particular validations to fail while not tripping the previous validations. Example: I want the copying of a file to fail, but by the time I've gotten to the actual copying, I've checked for everything that can go wrong before copying. Code Snippit: (Bad code on the fifth line...) // if the change permissions is set, change the file permissions if($chmod !== null) { $mod_result = chmod($destination_directory.DIRECTORY_SEPARATOR.$new_filename, $chmod); if($mod_result === false || $source_directory.DIRECTORY_SEPARATOR.$source_filename == '/home/k...../file_chmod_failed.qif') { DataMan::logRawMessage('File permissions update failed on moveFile [ERR0009] - ['.$destination_directory.DIRECTORY_SEPARATOR.$new_filename.' - '.$chmod.']', sfLogger::ALERT); return array('success' => false, 'type' => 'Internal Server Error [ERR0009]'); } } So how do I simulate the copy failing. My stop-gap measure was to perform a validation on the filename being copied and if it's absolute path matched my testing file, force the failure. I know this is very bad to put testing code into the actual code that will be used to run on the production server but I'm not sure how else to do it. Note: I am on PHP 5.2, symfony, using lime_test(). EDIT I am testing the chmodding and ensuring that the array('success' = false, 'type' = ..) is returned

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  • Need help with a method to randomly lay mines in a minesweeper game

    - by avatarX
    So my Java minesweeper game is represented as a int[][] where -1 represents a mine. When I initialize my game I need to randomly place x amount of mines. What is an elegant way of doing this? I was thinking of using an ArrayList with the coordinates of each cell, randomly selecting it, changing the state of the int[][] and then removing that Point. This would ensure that no point is selected twice. Is there a more elegant way of doing this?

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  • Using openssl command line tool to encrypt/decrypt data, DES ECB

    - by smsrecv
    Hello How can I create a random 64 bit key for DEC ECB encryption/decryption, and then use the same key for encryption/decryption many times? All this must be done using openssl command line tool. In all the examples I have seen, they do not use a "key", they use "password". But I need a key - array of bytes - because I need to send it to the other party (I don't know which API they use for cryptography.) Then I need to use this key - array of bytes - to encrypt/decrypt data. Thnak you

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  • Windows 7 Climbing the Charts, Fights for Market Share

    Microsoft has to fight with competitors in various industries for market share whether it be in computing video games or portable media devices just to name a few. The story is no different within the cell phone industry either. Within this particular mobile arena the main enemies for Microsoft are RIM Apple and Google Android. Microsoft is lagging a bit among the competition as things currently stand but they hope that will change in the near future.... Transportation Design - AutoCAD Civil 3D Design Road Projects 75% Faster with Automatic Documentation Updates!

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  • How to kill all screens that has been up longer then 4 weeks?

    - by Darkmage
    Im creating a script that i am executing every night at 03.00 that will kill all screens that has been running longer than 3 weeks. anyone done anything similar that can help? If you got a script or suggestion to a better method please help by posting :) I was thinking maybe somthing like this. First do a dump to textfile ps -U username -ef | grep SCREEN dump.txt then do a loop running through all lines of dump.txt with a regex and putting pid of the prosseses with STIME 3weeksago in a array. then do a kill loop on the array result.

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  • 7 drived classes with one common base class

    - by user144905
    i have written the following code, //main.cpp #include<iostream> #include<string> #include"human.h" #include"computer.h" #include"referee.h" #include"RandomComputer.h" #include"Avalanche.h" #include"Bureaucrat.h" #include"Toolbox.h" #include"Crescendo.h" #include"PaperDoll.h" #include"FistfullODollors.h" using namespace std; int main() { Avalanche pla1; Avalanche pla2; referee f; pla1.disp(); for (int i=0;i<5;i++) { cout<<pla2.mov[i]; } return 0; } in this program all included classes except referee.h and human.h are drived from computer.h. each drived calls has a char array variable which is initialized when a member of a drived class is declared. the problem is that when i declare tow diffrent drived class memebers lets say Avalache and ToolBox. upon printing the char array for one of them using for loop it prints nothing. However if i declare only one of them in main.cpp the it works properly. and the file for computer.h is as such: #ifndef COMPUTER_H #define COMPUTER_H class computer { public: int nump; char mov[]; void disp(); }; #endif ToolBox.h is like this: #ifndef TOOLBOX_H #define TOOLBOX_H #include"computer.h" class Toolbox: public computer { public: Toolbox(); }; #endif finally Avalanche.h is as following: #ifndef AVALANCHE_H #define AVALANCHE_H #include"computer.h" class Avalanche: public computer { public: Avalanche(); }; #endif

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  • Find last of match string automatically

    - by jowan
    I want to make id for entries as long as 7 digits.. while first entry is created, it will get id is 0000001 And my problem is i want to get id and add to 1 every time new entry is created.. I have a bunch of code and still confuse to implement it. $str_rep = "0000123"; $str_rep2 = "0005123"; // My character string can be like this $str_rep3 = "0009123"; // My character string can be like this $match_number= array(1,2,3,4,5,6,7,8,9); // I create array to do it automatically but it was not work. // I do it manually $get_str = strstr($str_rep, "1"); $get_str = strstr($str_rep2, "5"); $get_str = strstr($str_rep3, "9"); // Result echo $get_str . "<br>"; echo $get_str2 . "<br>"; echo $get_str3 . "<br>"; Thanks in advance

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  • How to use database to generate multiple folder content page? [migrated]

    - by VenomVipes
    Scenario :I am trying to build a Mobile Entertainment Portal. It will enable users to download Music & Movies to their Cell Phones... Problem Exp : Suppose I upload 100 folders of Songs, each folder is for one Album. I want a way to generate a page with all the folders name (Album Name) in it. If user click on the page, they should be taken to a page where they get list of all songs in the album. Clicking on any song name will let them download it. Can it be done anyway or will I have to manually design each of the 3 pages for each album. If I do that, its time consuming and also will be difficult to change anything like footer, header...

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  • raid advice with SSD and two HDD

    - by Nin
    I have a new machine with one 128GB SSD and two 1TB HDD. On the SSD is the OS and my initial thought was to put the two HDD in RAID 1 for user data. After some more thought I came up with two other setups and now I'm in doubt :) Can someone advise what would be the best setup? 1: single SSD and HDD in RAID 1 (original thought) 2: Create 2 partitions on the HDD (128GB and 872GB). Put the two 872GB in RAID 1 and create another RAID 1 with the SSD and one 128GB HDD partition. 3: Create 2 partitions on the HDD (750/250), put the 705GB in RAID 1 and use the 2 250GB as backup and make automatic snapshots of the SSD to (one of) these partitions. I think the 2 main questions are: Is it advisable to create a raid array with only part of a drive and actively use the other part of that drive or should you always use the full disk? Is it advisable to create a raid 1 array with a SSD and HDD or will that blow the whole speed advantage of the SSD?

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  • Do unused vertices in a 3D object affect performance?

    - by Gajet
    For my game I need to generate a mesh dynamically. Now I'm wondering does it have a noticeable affect in FPS if I allocate more vertices than what I'm actually using or not? and does it matter if I'm using DirectX or OpenGL? Edit Final output will be a w*h cell grid, but for technical issues it's much easier for me to allocate (w+1)*(h+1) vertices. Sure I'll only use w*h vertices in indexing, and I know there is some memory wasting there, but I want to know if it also affect FPS or not? (Note that mesh is only generated once in each time you play the game)

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  • Installed Ubuntu using WUBI due to lack of CD Drive

    - by Chantelle
    I have installed 12.04 via WUBI because my computer does not have a CD Drive. Is there any way that I can delete Windows 7 from my computer and use the whole HD for Ubuntu? I ask this question because for one reason or another I cannot boot from a boot-able USB stick (either in Windows or Ubuntu, however the USB port works because I am able to use my cell phone's tethering plan using all the USB ports to connect to the Internet). Edit: Just found out the problem. Eee PC Model 1018p's do not boot from any format other than FAT and FAT16 and not FAT32.

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  • Duplication of Windows 7 Backup

    - by Steven Pickles
    I use the built in backup utility for Windows 7 because it's automated and flexible enough to allow me to schedule a daily shadow copy backup of particular files and folders directly to a separate internal RAID 0 array (2 x 1TB). It's also lightweight and stays out of the way. For off-site backup purposes, each week I copy the contents of the internal backup from the RAID 0 array to an external 1 TB drive. I then store move this drive to a different building. The copy from the internal backup to the external backup typically works like this: mount and erase contents of external drive highlight "file" on internal drive, hit CTRL+C CTRL+V on root directory of external drive Is there a better way to synchronize? Microsoft's SyncToy application does a pitiful job, and often leaves the folders not truly synchronized... which completely defeats the ability to use the backup's restore feature.

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  • After one has made many grid based puzzles how does one make then into a PDF ready for printing

    - by alan ross
    After one has generated many grid based puzzles like sudoku, kakuro or even plain crosswords and now one has to print them in a book. How does one make a pdf (book file) from them automatically. To explain the question better. One has the puzzle ready in computer format like ..35.6.89 for all nine rows. The dot being the empty cell. How does one convert then to a picture on a PDF page complete with box, automatically without doing them individually and then print a book from the pdf file. As can be seen there are other things also printed on the page all this is done automatically.

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  • What is the correct way to implement Auth/ACL in MVC?

    - by WiseStrawberry
    I am looking into making a correctly laid out MVC Auth/ACL system. I think I want the authentication of a user (and the session handling) to be separate from the ACL system. (I don't know why but this seems a good idea from the things I've read.) What does MVC have to do with this question you ask? Because I wish for the application to be well integrated with my ACL. An example of a controller (CodeIgniter): <?php class forums extends MX_Controller { $allowed = array('users', 'admin'); $need_login = true; function __construct() { //example of checking if logged in. if($this->auth->logged_in() && $this->auth->is_admin()) { echo "you're logged in!"; } } public function add_topic() { if($this->auth->allowed('add_topic') { //some add topic things. } else { echo 'not allowed to add topic'; } } } ?> My thoughts $this->auth would be autoloaded in the system. I would like to check the $allowed array against the user currently (not) logged in and react accordingly. Is this a good way of doing things? I haven't seen much literature on MVC integration and Auth. I want to make things as easy as possible.

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  • Linux Raid: Can mdadm --grow a raid1 while mounted?

    - by Chris
    I have 2 500gb drives in a RAID1 setup that I needed to upgrade for more space. I mdadm --fail'ed each drive in turn and I used dd to copy each drive to it's respective larger drive (2tb each), removed the smaller drives and replaced them with the larger drives, and reassembled the array and forced a resync. So now I've got a 500gb RAID1 sitting on 2TB drives, and wish to grow them. The plan is to use mdadm --manage /dev/md0 --grow to grow them, then boot a rescue cd, assemble the array under that environment, and do the resize2fs on them. Can I use mdadm --grow on a mounted and live filesystem? Also, do I need more options to make sure the grow operation stays raid1?

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  • does unused vertices in a 3D object affect performance?

    - by Gajet
    For my game I need to generate a mesh dynamically. now I'm wondering does it have a noticeable affect in fps if I allocate more vertices than what I'm actually using or not? and does it matter if I'm using DirectX or OpenGL? edit final output will be a w*h cell grid, but for technical issues it's much more easier for me to allocate (w+1)*(h+1) vertices. sure I'll only use w*h vertices in indexing, and I know there is some memory wasting there, but I want to know if it also affect fps or not? (note that mesh is only generated once in each time you play the game)

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  • How to find 2D grid cells swept by a moving circle?

    - by Nevermind
    I'm making a game based on a 2D grid, with some cells passable and some not. Dynamic objects can move continuously, independent of the grid, but need to collide with impassable cells. I wrote an algorithm to trace a ray against the grid, that gives me all cells that ray intersects. However, actual object are not point-sized; I'm currently representing them as circles. But I can't figure out an effective algorithm to trace a moving circle. Here's a picture of what I need: The numbers show in what order the circle collides with grid cells. Does anybody know the algorithm to find these collisions? Preferably in C#. Update The circle can be bigger than a single grid cell.

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  • Proper way to do texture mapping in modern OpenGL?

    - by RubyKing
    I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here. My texcords are in a vertex array. I have my fragment color set to the texture values and texel values. I have my vertex shader sending the texture cords to texture cordinates to be used in the fragment shader. I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. Here is my code: Fragment shader #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void) { gl_FragColor = texture(texture, texture_coord); } Vertex shader #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit Here is my vertex array with texture coordinates: GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y If you need to see all the code, here is a link to every file. Thank you for your help.

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  • Recovering data from a Silicon Image SiI3114 RAID

    - by Isaac Truett
    I have a set of 3 disks in RAID 5 originally created with a Silicon Image SiI3114 on-board RAID controller. The old motherboard is dead. The new motherboard (which has a different raid controller) won't boot from the array. I have no reason to believe that the drives are damaged or corrupted. I'm 99% sure that the problem is that the new controller isn't compatible or I'm not setting it up properly. Is it possible to recover data from the drives using a different controller? Would a PCI card like this one allow me to read from the array again?

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