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  • What is the ideal laptop for creative coding applications?

    - by Jason
    Hi, I am a creative coder using C++(cinder and OpenFrameworks) I am looking to upgrade from my MacBook, which slowed down to about 3fps this morning. My project involves particles systems and fluids reacting to audio analysis data and computer vision data in real-time. SD or HD? no biggie. I have asked many people what computer I need. Ideally, I want a MacBook Pro. But is that enough power? I've been told that I need a desktop for what I am doing though I'd rather stay portable I've been told that I should go PC linux to get the most power but I'd rather stay mac I've been told that RAM is more of bottleneck than processor speed I've been told that the Graphics Card is more important than CPU and that code optimizations such as using trees over lists, proper threading, sending tasks to the GPU make a bigger difference than the hardware!!! what's true?! what do I need? Any suggestions are greatly appreciated

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  • What are good ways to find collaborators for a coding weekend?

    - by tarrasch
    Not sure if this belongs here, feel free to push it somewhere else if needed. When i was at university we would sometimes come together into a room full of beer and fast food and crank out software in a weekend. Unfortunately the group has kind of split up and its just not possible any more. My question is now: Where can i find like-minded people on the Internet that would like to do something like this? I have an idea what i wanted to do next, but of course other people have ideas too.

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • MouseEvent.CLICK not working? (AS3)

    - by Jake
    ok so here's my code in AS3, I'd like to know why when i actually click on the picture, nothing happens. And if any of you have great tutorial of what to learn after classes/functions in AS3, let me know =D : package { import flash.display.Bitmap; import flash.display.Sprite; import flash.display.Shape; import flash.events.MouseEvent; public class Main extends Sprite { [Embed(source="../Pics/Picture.png")] private var HeroClass:Class; private var hero:Bitmap = new HeroClass(); public function Main():void { addChild(hero); hero.addEventListener(MouseEvent.CLICK, onClick); function onClick(e:MouseEvent):void { trace("hey"); hero.visible = false; } } } }

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  • How strict are standard employer IP agreements about coding outside of work?

    - by JosephRT
    I'm in negotiations for a position with a large corporation and I'm reading their employment terms. In their IP/copyright section they state that anything that I do outside of work that is "similar" to what I perform on the job is also theirs. I understand that it's intentionally very vague to protect them, but I'm also a little nervous that it could be abused. The way I read it, anything I produce outside of work could be claimed as well, because it would fall under "programming". Is this relatively standard? Could I negotiate more specific terms (I have asked if I could get clarification)? Should I be worried that they could abuse this? I just don't want to be caught in a situation where come up with a (potentially) great idea outside of work and they swoop down and lay claim to it.

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  • Simple way to decrease values without making a new attribute?

    - by Jam
    I'm making a program where you're firing a 'blaster', and I have 5 ammo. I'm blasting an alien who has 5 health. At the end I instantiate the player and make him blast 6 times to check that the program works correctly. But the way I've done it makes it so that the amount won't decrease. Is there an easy fix to this, or do I just have to make a new attribute for ammo and health? Here's what I have: class Player(object): """ A player in a shooter game. """ def blast(self, enemy, ammo=5): if ammo>=1: ammo-=1 print "You have blasted the alien." print "You have", ammo, "ammunition left." enemy.die(5) else: print "You are out of ammunition!" class Alien(object): """ An alien in a shooter game. """ def die(self, health=5): if health>=1: health-=1 print "The alien is wounded. He now has", health, "health left." elif health==0: health-=1 print "The alien gasps and says, 'Oh, this is it. This is the big one. \n" \ "Yes, it's getting dark now. Tell my 1.6 million larvae that I loved them... \n" \ "Good-bye, cruel universe.'" else: print "The alien's corpse sits up momentarily and says, 'No need to blast me, I'm dead already!" # main print "\t\tDeath of an Alien\n" hero = Player() invader = Alien() hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) raw_input("\n\nPress the enter key to exit.")

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  • Visual Studio &amp; TFS 11 &ndash; List of extensions and upgrades

    - by terje
    This post is a list of the extensions I recommend for use with Visual Studio 11. It’s coming up all the time – what to install, where are the download sites, last version, etc etc, and thus I thought it better to post it here and keep it updated. The basics are Visual Studio 11 connected to a Team Foundation Server 11. Note that we now are at Beta time, and that also many live in a side-by-side environment with Visual Studio 2010.  The side-by-side is supported by VS 11. However, if you installed a component supporting VS11 before you installed VS11, then you need to reinstall it.  The VSIX installer will understand that it is to apply those only for VS11, and will not touch – nor remove – the same for VS2010. A good example here is the Power Commands. The list is more or less in priority order. The focus is to get a setup which can be used for a complete coding experience for the whole ALM process. The list of course reflects what I use for my work , so it is by no means complete, and for some of the tools there are equally useful alternatives. Many components have not yet arrived with VS11 support.  I will add them as they arrive.  The components directly associated with Visual Studio from Microsoft should be common, see the Microsoft column. If you still need the VS2010 extensions, here they are: The extensions for VS 2010.   Components ready for VS 11, both upgrades and new ones Product Notes Latest Version License Applicable to Microsoft TFS Power Tools Beta 111 Side-by-side with TFS 2010 should work, but remove the Shell Extension from the TFS 2010 power tool first. March 2012(11.0.50321.0) Free TFS integration Yes ReSharper EAP for Beta 11 (updates very often, nearly daily) 7.0.3.261 pr. 16/3/2012 Free as EAP, Licensed later Coding & Quality No Power Commands1 Just reinstall, even if you already have it for VS2010. The reinstall will then apply it to VS 11 1.0.2.3 Free Coding Yes Visualization and Modelling SDK for beta Info here and here. Another download site and info here. Also download from MSDN Subscription site. Requires VS 11 Beta SDK 11 Free now, otherwise Part of MSDN Subscription Modeling Yes Visual Studio 11 Beta SDK Published 16.2.2012     Yes Visual Studio 11 Feedback tool1 Use this to really ease the process of sending bugs back to Microsoft. 1.1 Free as prerelase Visual Studio Yes             #1 Get via Visual Studio’s Tools | Extension Manager (or The Code Gallery). (From Adam : All these are auto updated by the Extension Manager in Visual Studio) #2 Works with ultimate only Components we wait for, not yet in a VS 11 version Product Notes Latest Version License Applicable to Microsoft       Coding Yes Inmeta Build Explorer     Free TFS integration No Build Manager Community Build Manager. Info here from Jakob   Free TFS Integration No Code Contracts Coming real soon   Free Coding & Quality Yes Code Contracts Editor Extensions     Free Coding & Quality Yes Web Std Update     Free Coding (Web) Yes (MSFT) Web Essentials     Free Coding (Web) Yes (MSFT) DotPeek It says up to .Net 4.0, but some tests indicates it seems to be able to handle 4.5. 1.0.0.7999 Free Coding/Investigation No Just Decompile Also says up to .net 4.0   Free Coding/Investigation No dotTrace     Licensed Quality No NDepend   Licensed Quality No tangible T4 editor     Lite version Free (Good enough) Coding (T4 templates) No Pex Moles are now integrated and improved in VS 11 as a new library called Fakes.     Coding & Unit Testing Yes Components which are now integrated into VS 11 Product Notes Productivity Power Tools Features integrated into VS11, with a few exceptions, I don’t think you will miss those. Fakes  Was Moles in 2010. Fakes is improved and made into a product.  NuGet Manager Included in the install, but still an extension package. Info here. Product installation, upgrades and patches for VS/TFS 11   Product Notes Date Applicable to Visual Studio 11 & TFS 11 Beta This is the beta release, and you are free to download and try it out. March 2012 Visual Studio and TFS SQL Server 2008 R2 SP1 Cumulative Update 4 The TFS 11 requires the CU1 at least, but you should go up to at least CU4, since this update solves a ghost record problem that otherwise may cause your TFS database to not release records the way it should when you clean it up, see this post for more information on that issue.  Oct 2011 SQL Server 2008 R2 SP1

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  • HTC Hero Mouse Ball click not working on Custom ListView?

    - by UMMA
    dear friends, i have created custom list view using class EfficientAdapter extends BaseAdapter implements { private LayoutInflater mInflater; private Context context; public EfficientAdapter(Context context) { mInflater = LayoutInflater.from(context); this.context = context; } public View getView(final int position, View convertView, ViewGroup parent) { ViewHolder holder; convertView = mInflater.inflate(R.layout.adaptor_content, null); convertView.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { } }); } and other necessary methods... also } using touch screen when i click on list item OnClickListener of list item is called. but when i use Mouse Ball / Track Ball (Phone Hardware) to click on ListItem OnClickListener of list item is not called. can any one guide me is this Phone bug or My Fault? any help would be appriciated.

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  • Android Hero denies XMLSocket or Socket connection? ....errors #2031, #2048

    - by claudi-ursica
    Hi, I am trying to adapt an existing flash web chat application for the Android mobile phone and I am having this really annoying issue. The server is a custom based solution and can send back both binary messages or XML. So I can use either XMLSocket class or the Socket class to get data from the server. Everything works fine when deployed and I connect from the desktop but when I try it from the android mobile I get the infamous errors #2031, followed by #2048. Now the crossdomain.xml file is rock solid and works well for desktop. When the connect socket method runs I see that the server replies with the crossdomain file but I get the error when running on the mobile. Has anyone bumped into this? Is there some limitation from the mobile phone part. I wasn't able to find anything relevant for this issue, in terms of the phone not allowing Socket or XMLSocket connections. The phone(s) Motorola and HTC run Android 2.1 and indicates the flash FL10,1,123,358 version of flash lite. The issue can be reproduced also on the HTC Desire. Any input on this would be highly appreciated... 10x, Claudiu

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  • Force Close problem while Moving track ball on disabled EditText On HTC Hero Phone?

    - by UMMA
    dear friends, i have a small form with four EditText fields in which second EditText is disable for text Editing. now when i roll Android Phone ball to move from the top to bottom first time it selects disabled EditText and then third EditText and moves downward to foruth EditText. but when i try to move upward on Disabled EditText it displays me error Force Close after selecting it. it is only happening in phone not in Emulator. please guide how to resolve this issue? any help would be appriciated.

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  • HTC Hero Mouse BOll click not working on Custom ListView?

    - by UMMA
    dear friends, i have created custom list view using class EfficientAdapter extends BaseAdapter implements { private LayoutInflater mInflater; private Context context; public EfficientAdapter(Context context) { mInflater = LayoutInflater.from(context); this.context = context; } public View getView(final int position, View convertView, ViewGroup parent) { ViewHolder holder; convertView = mInflater.inflate(R.layout.adaptor_content, null); convertView.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { } }); } and other necessary methods... also } using touch screen when i click on list item OnClickListener of list item is called. but when i use Mouse Boll / Track Boll (Phone Hardware) to click on ListItem OnClickListener of list item is not called. can any one guide me is this Phone bug or My Fault? any help would be appriciated.

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  • Chaning coding style due to Android GC performance, how far is too far?

    - by Benju
    I keep hearing that Android applications should try to limit the number of objects created in order to reduce the workload on the garbage collector. It makes sense that you may not want to created massive numbers of objects to track on a limited memory footprint, for example on a traditional server application created 100,000 objects within a few seconds would not be unheard of. The problem is how far should I take this? I've seen tons of examples of Android applications relying on static state in order supposedly "speed things up". Does increasing the number of instances that need to be garbage collected from dozens to hundreds really make that big of a difference? I can imagine changing my coding style to now created hundreds of thousands of objects like you might have on a full-blown Java-EE server but relying on a bunch of static state to (supposedly) reduce the number of objects to be garbage collected seems odd. How much is it really necessary to change your coding style in order to create performance Android apps?

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  • ASP.NET page parser error and Compilation ERROR and HALF INLINE CODING and HALF CODE BEHIND FILE

    - by dnlearner
    Frequently i came accross a problem that is Page parse error.... to get out of this hell i used to remove inherit attribute in Page Directive. After that it is showing compliation error??? How to solve it ???? what i have to do for the page compilation problem and page parser error tooo????? And 1 more thing is i had written the code of a button1 click event k after after i had opened that project if i double click on that button i am going to inline coding.. How to solve it..Even though i took 1 button in that button events i doube clicked on a event still there is no use...I am redirecting to inline coding. How to solve the problem of that page. I should redirect to code behind file only

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  • ?????·????????????!?MAN. MACHINE. HERO. IRONMAN 2 ?????????????

    - by takashi.hitomi
    ?????????????????????????????????????????????????????IRONMAN 2?????????????? ??????????????????????????????????????????????????????? ????"That's American Movie!"??????????????????????????? ?????????????"????????"????????????????????????????????????(?)? ?????????????????????????????·???(?)?????????????????????!?????????????????? ??????????????·????????????????????????????????????????????????????????????????????????????????3D??????????????·??? 3D TV???????????????????????????????? ???????1??????????????????... ????????????????? ????????????? ???????? ?????????????????????? ??????????? ?????????????????????????????????????? ?????????????????????????????????????????? (????????????????????)? ?????IRONMAN??????????????????????????????????????????????????????????????????????????????????????????????????????? 2???????????????????????????????????????????????????"That's American Movie!"???????????????????????????????????????????????????????????????????????(?????????????????????)? ????????????????????????????????????????? ???????????????

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  • Coding Practices which enable the compiler/optimizer to make a faster program.

    - by EvilTeach
    Many years ago, C compilers were not particularly smart. As a workaround K&R invented the register keyword, to hint to the compiler, that maybe it would be a good idea to keep this variable in an internal register. They also made the tertiary operator to help generate better code. As time passed, the compilers matured. They became very smart in that their flow analysis allowing them to make better decisions about what values to hold in registers than you could possibly do. The register keyword became unimportant. FORTRAN can be faster than C for some sorts of operations, due to alias issues. In theory with careful coding, one can get around this restriction to enable the optimizer to generate faster code. What coding practices are available that may enable the compiler/optimizer to generate faster code? Identifying the platform and compiler you use, would be appreciated. Why does the technique seem to work? Sample code is encouraged. Here is a related question [Edit] This question is not about the overall process to profile, and optimize. Assume that the program has been written correctly, compiled with full optimization, tested and put into production. There may be constructs in your code that prohibit the optimizer from doing the best job that it can. What can you do to refactor that will remove these prohibitions, and allow the optimizer to generate even faster code? [Edit] Offset related link

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  • How can we write the html tidy coding to insert the closing tag ?

    - by Harikrishna
    How can we write html tidy coding only for inserting closing tag in the html file where closing tags are missing ? I am parsing html tabular information using Html Agilitiy Pack. But where the ending tags are missing extracting information with html agility pack are not performed well. And if we write the ending tags manually and then we can extract the information perfectly with html agility pack.So I want to insert the closing tags where they are missing so html agility pack extracts the information perfectly.

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  • Does anyone know a light Vim scheme which makes coding more readable and pleasant?

    - by janoChen
    I know a lot of nice dark schemes for Vim which makes coding more readable and pleasant such as ir_black, wombat, zenburn. Its weird but I haven't seen so many popular light themes (white background). Does anyone knows a light Vim scheme which makes code more readable and pleasant to see? (that makes code less confusing to distinguish, something like Visual studio's default scheme?)

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  • If you stick to standard coding in .NET, is there reason to manually invoke the GC or run finalizers

    - by Matt
    If you stick to managed code and standard coding (nothing that does unconventional things withe CLR) in .NET, is there any reason to manually invoke the GC or request to run finalizers on unreferenced objects? The reason I ask is thaty I have an app that grows huge in Working Memory set. I'm wondering if calling System.GC.Collect(); and System.GC.RunFinalizers(); would help, and if it would force anything that wouldn't be done by the CLR normally anyways.

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