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  • Can Your Web Design Company Choose the Right SEO Keywords?

    When you are trying to achieve good results in the search engines, it sounds obvious, but you want your website to appear high in the results for the most popular searches, and you need to be certain that your web design company can find out what these are. Finding out what the most popular searches are in your sector can throw up a few surprises!

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  • Are You Hooked Up With the Right SEO Company?

    When you scour the internet, you'll find that online businesses have popped out of the woodwork. This means two things: for one, it can mean that the potential for success in online businesses in general is pretty high; on the other hand, it can also mean that competition can be pretty fierce, especially for new business owners planning to enter the field late in the game.

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  • How to gun shots sounds right in game development?

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • Did i did this right in asking in an interview?

    - by kingsmasher1
    I was attending a telephonic interview for the post of software developer for a reputed product MNC, and my interviewer asked me: How are you? To which i answered, - "Thanks i am fine" then i asked "how about you ?" When the interview ended, he told me - "It was a pleasure talking to you" to which i answered - "it was nice talking to you too as well" Do you think it's okay in both the cases? Or should we not, since it's an interview or did i act over-smart?.

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  • What is the canonical approach to using a VCS right from a project's infancy?

    - by Anonymous -
    Background I've used VCS (mainly git) in the past to manage many existing projects and it works great. Typically with an existing project, I would check in each change I make to the code that either optimizes or changes the overall functionality (you know what I mean, in suitable steps, not every single line I change). Problem One thing I've not had so much practise at is creating new projects. I'm in the process of starting a new project of my own that will probably grow quite large, but I'm finding that there is a lot to do and a lot changing in the first few days/hours/weeks/the period up until the product is actually functioning in it's most basic form. Is there any point in me checking in each step of the process as I would with an existing project? I'm not breaking the project with changes I make since it isn't working yet. At the moment I've simply been using VCS as a backup at the end of each day, when I leave the computer. My first few commits were things like "Basic directory structure in place" and "DB tables created". How should I use a VCS when starting a new project?

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  • What is the/Is there a right way to tell management that our code sucks?

    - by Azkar
    Our code is bad. It might not have always been considered bad, but it is bad and is only going downhill. I started fresh out of college less than a year ago, and many of the things in our code puzzle me beyond belief. At first I figured that as the new guy I should keep my mouth shut until I learned a little more about our code base, but I've seen plenty to know that it's bad. Some of the highlights: We still use frames (try getting something out of a querystring, almost impossible) VBScript Source Safe We 'use' .NET - by that I mean we have .net wrappers that call COM DLLs making it almost impossible to debug easily Everything is basically one giant function Code is not maintainable. Each page has multiple files that are created every time a new page is made. The main page basically does Response.Write() a bunch of times to render the HTML (runat="server"? no way). After that there can be a lot of logic on the client side (VBScript), and finally the page submits to itself (often time storing many things in hidden fields) where it then posts to a processing page which can do things such as save the data to the database. The specifications we get are laughable. Often times they call for things like "auto-populate field X with either field Y or field Z" with no indication of when to choose field Y or field Z. I'm sure some of this is a result of not being employed at a software company, but I feel as if people writing software should at least care about the quality of their code. I can't even imagine that if I were to bring something up that anything would be done soon, as there is a large deadline looming, but we are continuing to write bad code and use bad practices. What can I do? How do I even bring these issues up? 75% of my team agree with me and have brought up these issues in the past, yet nothing gets changed.

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  • Should students have the right to do exams using a computer?

    - by vemv
    In some colleges students are let to use an IDE and Internet and in mine you have to write down your solution in paper. As far as I know, it's pretty much impossible to make a correct non-trivial program on the first try. I'd be fine with no using computers if my teachers assessed my approach instead my code -literally-... that's not the case unfortunately. Which ones are more usual, 'written' or 'coded' exams? And which way is the most adequate?

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  • How to replace avconv with (the real) ffmpeg and have it work right?

    - by u2n
    Anyone know how to install the real, current ffmpeg (not the older version by avconv that comes w/ Ubuntu) without having the problems mentioned here? Reasons: Everything works (or so many have written), Use the new syntax, and After some research -- and without getting into the controversy -- I simply believe the packagers made a mistake going with avconv. This is a fix. Apparently this isn't as easy as it should be due to versioning conflicts, and that avconv and ffmpeg can't coexist on the same machine (noted in the above post). Though at least one guide mentions installing ffmpeg locally (~) to achieve coexistence. My release is Precise 12.04.3 LTS, but it appears this would apply to newer ones also.

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  • What is the right way to group this project into classes?

    - by sigil
    I originally asked this on SO, where it was closed and recommended that I ask it here instead. I'm trying to figure out how to group all the functions necessary for my project into classes. The goal of the project is to execute the following process: Get the user's FTP credentials (username & password). Check to make sure the credentials establish a valid connection to the FTP server. Query several Sharepoint lists and join the results of those queries to create a list of items that need to have action taken on them. Each item in the list has a folder. For each item: Zip the contents of the folder. Upload the folder to the FTP server using SFTP Update the item's Sharepoint data. Email the user an Excel report showing, e.g., Items without folder paths Items that failed to zip or upload Steps 2-5 are performed on a periodic basis; if step 2 returns an invalid connection, the user is alerted and the process returns to step 1. If at any point the user presses a certain key, the process terminates. I've defined the following set of classes, each of which is in its own .cs file: SFTP: file transfer processes DataHandler: Sharepoint data retrieval/querying/updating processes. Also makes and uploads the zip files. Exceptions: Not just one class, this is the .cs file where I have all of my exception classes. Report: Builds and sends the report. Program: The main class for running the program. I recognize that the DataHandler class is a god object, but I don't have a good idea of how to refactor it. I feel like it should be more fine-grained than just breaking it into Sharepoint, Zip, and Upload, but maybe that's it. Also, I haven't yet worked out how to combine the periodic behavior with the "wait for user input at any point in the process" part; I think that involves threads, which means other classes to manage the threads... I'm not that well-versed in design patterns, but is there one that fits this project well? If this is too big of a topic to neatly explain in an SO answer, I'll also accept a link to a good tutorial on what I'm trying to do here.

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  • Finding the left-most and right-most points of a list. std::find_if the right way to go?

    - by Tom
    Hi, I have a list of Point objects, (each one with x,y properties) and would like to find the left-most and right-most points. I've been trying to do it with find_if, but i'm not sure its the way to go, because i can't seem to pass a comparator instance. Is find_if the way to go? Seems not. So, is there an algorithm in <algorithm> to achieve this? Thanks in advance. #include <iostream> #include <list> #include <algorithm> using namespace std; typedef struct Point{ float x; float y; } Point; bool left(Point& p1,Point& p2) { return p1.x < p2.x; } int main(){ Point p1 ={-1,0}; Point p2 ={1,0}; Point p3 ={5,0}; Point p4 ={7,0}; list <Point> points; points.push_back(p1); points.push_back(p2); points.push_back(p3); points.push_back(p4); //Should return an interator to p1. find_if(points.begin(),points.end(),left); return 0; }

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  • Are you supposed to type '6' with the left hand or the right hand?

    - by Joey Adams
    A few weeks ago, I did a Google Images search for keyboard finger charts to see which fingers I'm supposed to be using to type which keys. According to the charts, '6' is supposed to be typed with the right hand: (as shown on en.wikipedia.org/wiki/Typing) However, today I spotted a split keyboard in a store with the '6' on the left side of the split. Indeed, an image search for split keyboards indicates that this is the norm: (as shown on en.wikipedia.org/wiki/Microsoft_Natural_keyboard) When doing touch typing "correctly", should I go with the finger charts (type 6 with my right hand), or should I go with the split keyboards (type 6 with my left hand)? <troll> Is this just another example of Microsoft not following the standards? </troll>

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  • Logitech Revue - tv picture extends too far off left/right side of tv?

    - by super user
    Hi, I got a logitech revue (for google tv). I hooked it up, works ok, but the picture is not fitting horizontally in my hdtv. The hdtv is a Sony Bravia, 2010 model. The tv picture is fitting vertically just fine, but it looks like the left and right ends of the picture extend way off farther than they should be. In other words, it looks like the picture is starting about 4 inches to the left of the left side of the tv, and extends 4 inches past the right edge of the tv. I know in menu - settings you have an option to "maximize" your picture, which works for the vertical directions, but the horizontal directions seem convinced that they're maximized properly and I cannot adjust. Any help here? Thanks

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  • Why can't I right click on flash videos in Chrome? (Ubuntu 9.10)

    - by user242065
    I'm trying to change the "quality" to low of a Hulu video so I can full screen it with out it being choppy but right click does nothing. When I right click in firefox it brings up a menu. I'm running Chrome on Ubuntu 9.10, is any one else having this issue I tried Google and got nothing back. I use chrome as my main browser, I have to switch to firefox every time I watch Hulu videos. Is there another way I cant change the quality of the flash video in Chrome?

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  • Is there a way to customize items on the right side of start menu in Windows 7?

    - by Basara
    OK I know I can right click on it and select properties... But it only allows me to decide whether an item is shown or hidden. What I want is, adjust item position on the start menu right side. More specifically, I want to put the item "games" in the same group where personal folders are. It makes perfectly no sense to put "games" with "computer" and "network" in same group. Or is there a registry tweak can make this possible? Thanks.

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • css, unordered list not displaying icon in right place...

    - by Ronedog
    I'm really frustrated with this one. A few weeks ago I got it working in both firefox and ie just fine. Went back today to do some testing and found a problem with the display in firefox and I've been searching the code but can't find anything. I could use a few tips from anyone willing, I'm sure I'm looking at the wrong things. I upgraded my firefox version but I imagine my code is broke, not firefox. I'm assuming the problem is somewhere in my css file, but I'm not sure. Here's what I've confirmed so far. There don't seem to be conflicts in other css files with < ul 's or < li 's that may be overriding settings. The other confirmation is that This works fine in Internet Explorer...therefore I must be an idiot, because its usually been the other way around (working in FF, but failing in IE). Here's How it looks in IE (Notice the position of the folder icon right next to the text): Here's how it looks in FF (Notice the folder icon is not being pushed down with its corresponding text). Here's the Unordered List: <ul id="nav"> <li><a>Utah</a></li> <ul> <li><a>ParkCity</a> <ul> <li><a>Com1</a></li> <ul> <li class="folder_closed"><a>Timber</a></li> <div>SQUARE CONTAINER IS INSIDE THIS DIV</div> </ul> </ul> </ul> </ul> Here's the CSS that is used for the whole menu: /* MENU NAVIGATION (<UL><LI> LISTS ****************************************/ ul#nav{ /* This handles the main root <ul> */ margin-left:0; margin-right:0; padding-left:0px; text-indent:15px; } ul#nav div{ overflow: hidden; } #nav li>a:hover { cursor: pointer; } #nav li > ul{ /* This will hide any element with an id of "nav" and an "li" that has a direct child that is a "ul" */ display:none; margin-left:0px; margin-right:0px; padding-left:15px; padding-right:0px; text-indent:15px; } #nav li { list-style-type:none; list-style-image: none; } #nav > li{ vertical-align: top; left:0px; text-align:left; clear: both; margin:0px; margin-right:0px; padding-right:0px; } .menu_parent{ background-image: url(../images/maximize.png); background-repeat: no-repeat; background-position: 0px 1px; position:relative; } .menu_parent_minimized{ background-image: url(../images/minimize.png); background-repeat: no-repeat; background-position: 0px 1px; position:relative; } .folder_closed{ position:relative; background-image: url(../images/folder_closed12x14.png); background-repeat: no-repeat; background-position: 0px -2px; } .folder_open{ position:relative; background-image: url(../images/folder_open12x14.png); background-repeat: no-repeat; background-position: 0px -2px; } </ul>

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  • Java in Flux: Utopia or Deuteranopia?

    - by Tori Wieldt
    What a difference a year makes, indeed. Steve Harris, Senior VP, App Server Dev, Oracle and Adam Messinger, VP, Fusion Middleware Group, Oracle presented an informative keynote at the TheServerSide Java Symposium today. With a title "Java in Flux: Utopia or Deuteranopia?" you know things are going to be interesting (see Aeon Flux if you don't get the title reference).What a YearThey started with a little background, explaining that the reactions to Oracle's acquisition of Sun (and therefore Java) one year ago varied greatly, from "Freak Out!" to "Don't Panic." From the Oracle perspective, being the steward of and key contributor to Java requires a lot of sausage making.  They admitted to Oracle's fair share of Homer Simpson-esque "D'oh" moments in the past year, which was complicated by Oracle's communication style.   "Oracle has a tradition has a saying a few things and sticking by then, in contrast to Sun who was much more open," Adam explained. "We laid out the Java roadmap and are executing on it, and we hope that speaks to our commitment."Java SEAdam talked about having a long term perspective on the Java language (20+ years), letting ideas mature in more experimental languages, then bringing them into Java. Current priorities include: JVM convergence (getting the best features of JRockit into Hotspot); support of parallel/multi-core programming, and of course, all the improvements in JDK7. The JDK7 Developer Preview is underway (please download now and report bugs!). The Oracle development team is also working on Lambda and modularity (Jigsaw) for SE 8. Less certain, but also under discussion are improvements for Java SE 9. Adam is thinking of it as a "back to basics" release. He mentioned reworking JNI, improving data integration and improved device support.Java EE To provide context about Java EE, Steve said Java EE was great at getting businesses on the internet. The success of Java EE resulted in an incredible expansion of the middleware marketplace for developers and vendors.  But with success, came more. Java EE kept piling on capabilities, but that created excess baggage.  Doing simple things was no longer so simple. That's where Java community is so valuable: "When Java EE was too complex and heavyweight, many people were happy to tell us what we were doing wrong and popularize solutions," Steve explained. Because of that feedback, the Java EE teams focused on making things simple again: POJOs and annotations, and leveraging changes in Java SE.  Steve said that "innovation doesn't happen in expert groups, it happens on the ground where developers are solving problems," and platform stewards need to pay attention and take advantage of changes that are taking place.Enter the Cloud "Developers are restless, they want cloud functionality from their own IT dept" Steve explained. With the cloud, the scope of problem has expanded to include the data center itself, with multiple tenants. To move forward, existing APIs in Java EE need to be updated to be tenant-aware, service-enabled, and EE needs to support various styles of deployment. The goal is to get all that done in Java EE 8.Adam questioned Steve about timing and schedule. "Yes, the schedule is aggressive, but it'll work" Steve said. Then Adam asked about modularization. If Java SE 8 comes out at the end of 2012, when can Java EE deliver modularization? Steve suggested that key stakeholders can come with up some pre-SE 8 agreement on how to expose the metadata about modules. He then alluded to Mark Reinhold and John Duimovich's keynote at EclipseCON next week. Stay tuned.Evil Master PlanIn conclusion, Adam finally admitted to Oracle's Evil Master Plan: 1) Invest in and improve Java SE and EE 2) Collaborate with the community 3) Broaden the marketplace for Java development. Bwaaaaaaaaahahaha! <rubs hands together>Key LinksJDK7 Developer Preview  http://jdk7.java.net/preview/Oracle Technology Network http://www.oracle.com/technetwork/java/index.htmlTheServerSide Java Symposium  http://javasymposium.techtarget.com/"Utopia or Deuteranopia?" http://en.wikipedia.org/wiki/Aeon_Flux

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  • How do you educate your teammates without seeming condescending or superior?

    - by Dan Tao
    I work with three other guys; I'll call them Adam, Brian, and Chris. Adam and Brian are bright guys. Give them a problem; they will figure out a way to solve it. When it comes to OOP, though, they know very little about it and aren't particularly interested in learning. Pure procedural code is their MO. Chris, on the other hand, is an OOP guy all the way -- and a cocky, condescending one at that. He is constantly criticizing the work Adam and Brian do and talking to me as if I must share his disdain for the two of them. When I say that Adam and Brian aren't interested in learning about OOP, I suspect Chris is the primary reason. This hasn't bothered me too much for the most part, but there have been times when, looking at some code Adam or Brian wrote, it has pained me to think about how a problem could have been solved so simply using inheritance or some other OOP concept instead of the unmaintainable mess of 1,000 lines of code that ended up being written instead. And now that the company is starting a rather ambitious new project, with Adam assigned to the task of getting the core functionality in place, I fear the result. Really, I just want to help these guys out. But I know that if I come across as just another holier-than-thou developer like Chris, it's going to be massively counterproductive. I've considered: Team code reviews -- everybody reviews everybody's code. This way no one person is really in a position to look down on anyone else; besides, I know I could learn plenty from the other members on the team as well. But this would be time-consuming, and with such a small team, I have trouble picturing it gaining much traction as a team practice. Periodic e-mails to the team -- this would entail me sending out an e-mail every now and then discussing some concept that, based on my observation, at least one team member would benefit from learning about. The downside to this approach is I do think it could easily make me come across as a self-appointed expert. Keeping a blog -- I already do this, actually; but so far my blog has been more about esoteric little programming tidbits than straightforward practical advice. And anyway, I suspect it would get old pretty fast if I were constantly telling my coworkers, "Hey guys, remember to check out my new blog post!" This question doesn't need to be specifically about OOP or any particular programming paradigm or technology. I just want to know: how have you found success in teaching new concepts to your coworkers without seeming like a condescending know-it-all? It's pretty clear to me there isn't going to be a sure-fire answer, but any helpful advice (including methods that have worked as well as those that have proved ineffective or even backfired) would be greatly appreciated. UPDATE: I am not the Team Lead on this team. Chris is. UPDATE 2: Made community wiki to accord with the general sentiment of the community (fancy that).

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