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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Web Service Example - Part 3: Asynchronous

    - by Denis T
    In this edition of the ADF Mobile blog we'll tackle part 3 of our Web Service examples.  In this posting we'll take a look at firing the web service asynchronously and then filling in the UI when it completes.  This can be useful when you have data on the device in a local store and want to show that to the user while the application uses lazy loading from a web service to load more data. Getting the sample code: Just click here to download a zip of the entire project.  You can unzip it and load it into JDeveloper and deploy it either to iOS or Android.  Please follow the previous blog posts if you need help getting JDeveloper or ADF Mobile installed.  Note: This is a different workspace than WS-Part2 What's different? In this example, when you click the Search button on the Forecast By Zip option, now it takes you directly to the results page, which is initially blank.  When the web service returns a second or two later the data pops into the UI.  If you go back to the search page and hit Search it will again clear the results and invoke the web service asynchronously.  This isn't really that useful for this particular example but it shows an important technique that can be used for other use cases. How it was done 1)  First we created a new class, ForecastWorker, that implements the Runnable interface.  This is used as our worker class that we create an instance of and pass to a new thread that we create when the Search button is pressed inside the retrieveForecast actionListener handler.  Once the thread is started, the retrieveForecast returns immediately.  2)  The rest of the code that we had previously in the retrieveForecast method has now been moved to the retrieveForecastAsync.  Note that we've also added synchronized specifiers on both these methods so they are protected from re-entrancy. 3)  The run method of the ForecastWorker class then calls the retrieveForecastAsync method.  This executes the web service code that we had previously, but now on a separate thread so the UI is not locked.  If we had already shown data on the screen it would have appeared before this was invoked.  Note that you do not see a loading indicator either because this is on a separate thread and nothing is blocked. 4)  The last but very important aspect of this method is that once we update data in the collections from the data we retrieve from the web service, we call AdfmfJavaUtilities.flushDataChangeEvents().   We need this because as data is updated in the background thread, those data change events are not propagated to the main thread until you explicitly flush them.  As soon as you do this, the UI will get updated if any changes have been queued. Summary of Fundamental Changes In This Application The most fundamental change is that we are invoking and handling our web services in a background thread and updating the UI when the data returns.  This allows an application to provide a better user experience in many cases because data that is already available locally is displayed while lengthy queries or web service calls can be done in the background and the UI updated when they return.  There are many different use cases for background threads and this is just one example of optimizing the user experience and generating a better mobile application. 

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  • frequent abnormal shutdowns/system crashes

    - by user110353
    It's been almost 5 days since I have installed Ubuntu and almost 6th time that my laptop has been crashed entirely and it shuts down abnormally. Actually, it heats up and I have to wait for 20 odd minutes before I can turn it on again. A message appears that my PC crashed due to overheating which may damage my hard disk. The crashes happened when I tried to open some application that freeze my PC not even giving me enough time to go to system monitor and end process. Sometimes the culprit application which caused crash is Ever-pad, sometime it's team-viewer, sometimes it's some other. This is something very serious. The last crash occurred at 09:14:40. Kindly click here to view system log. I want to stick to Ubuntu and the same laptop as I had serious issues with Windows and I nearly went out to dump my laptop and purchase a more powerful system. Below are my hw/os specs. Kindly advice on how to resolve this issue Ubuntu 12.10 Kernal 3.5.0-18-generic GNOME 3.6.0 Memory 2.0GB Processor: Genuine Intel CPU [email protected] x 2 Available Disk Space: 63.7 GB Thanks in advance

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  • TechEd 2012: Fast SQL Server

    - by Tim Murphy
    While I spend a certain amount of my time creating databases (coding around SQL Server and setup a server when I have to) it isn’t my bread and butter.  Since I have run into a number of time that SQL Server needed to be tuned I figured I would step out of my comfort zone and see what I can learn. Brent Ozar packed a mountain of information into his session on making SQL Server faster.  I’m not sure how he found time to hit all of his points since he was allowing the audience abuse him on Twitter instead of asking questions, but he managed it.  I also questioned his sanity since he appeared to be using a fruit laptop. He had my attention though when he stated that he had given up on telling people to not use “select *”. He posited that it could be fixed with hardware by caching the data in memory.  He continued by cautioning that having too many indexes could defeat this approach.  His logic was sound if not always practical, but it was a good place to start when determining the trade-offs you need to balance.  He was moving pretty fast, but I believe he was prescribing this solution predominately for OLTP database prior to moving on to data warehouse solutions. Much of the advice he gave for data warehouses is contained in the Microsoft Fast Track guidance so I won’t rehash it here.  To summarize the solution seems to be the proper balance memory, disk access speed and the speed of the pipes that get the data from storage to the CPU.  It appears to be sound guidance and the session gave enough information that going forward we should be able to find the details needed easily.  Just what the doctor ordered. del.icio.us Tags: SQL Server,TechEd,TechEd 2012,Database,Performance Tuning

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  • What are solutions and tradeoffs to maintain search result consistency in a web application

    - by iammichael
    Consider a web application with a custom search function that must display the results in a paged manner (twenty per page with up to hundreds of thousands of total results) and the ability to drill down to individual results that maintain next/previous links to navigate through the results. Re-executing the search on each page request to get the appropriate results for that page of data can be too expensive (up to 15s per search). Also, since the underlying data can change frequently (e.g. addition of new results), re-executing could cause the next/previous functionality to result in inconsistent behavior (e.g. the same results reappearing on a later page after having been viewed on an earlier page). What options exist to ensure the search results can be viewed across multiple pages in a consistent manner, and what tradeoffs does each option have in terms of network, CPU, memory, and storage requirements? EDIT: I thought caching the query search results was an obvious necessity. The question is really asking about where to cache the result set and what tradeoffs might exist to each. For example, storing the ids of the entities in the result set on the client, or storing the IDs of the entities themselves in the users session on the web server, or in a temporary table in the database. I'm not looking specifically for a single solution as different scenarios may result in different approaches (and such a question would be more suited for stackoverflow.com rather than here), but more of a design comparison between the possible approaches.

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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • Amazon EC2 vs Dedicated server at Hetzner, what's the use for EC2?

    - by C-Blu
    After searching the web I still can't find the reason to use EC2. What's the point to scale EC2? If you expect a huge burst in traffic, they say. OK, but what if you already have a couple of sites with good traffic, and for example medium reserved EC2 instance is not enough. You are paying $36.60(medium reserved for 1year) in EU(Ireland) + traffic + optional expenses for databases and S3 if you use them. Of course as some point when you are under $56.6-$66.1 you can optimize your hosting costs with Amazon EC2. But when you get at some point if purchase EX4 server from Hetzner, it will surpass your perfomance needs for a long time, before you get a massive traffic. (I am wrong?) CPU: i7-2600 Quadcore (3.4-3.8 Ghz) RAM: 16 GB HDD: 2x3 TB SATA (6 Gbit/s) - I think that disc performance of a dedicated is better then of Amazon EBS Traffic: 10 TiB in month included. This is what you get from Hetzner for $56(- 19% VAT) or $66 for EU residents. Please, tell me what's the reason to use Amazon? Which load won't a server from Hetzner take, but Amazon Auto Scaling will? The maintenance of dedicated vs EC2 is still the same? Or hardware failure at Amazon, won't ruin your EBS storage? I'm still not at the level when I need expensive hosting, but want to know beforehand, just to be sure if Amazon infrastructure is better then pure performance of Hetzner's hardware.

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  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

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  • An online version of ClearTrace

    - by Bill Graziano
    When I visit clients for the first time and conduct a performance review I introduce them to ClearTrace. It’s still the best way I know to identify exactly which queries are consuming the most resources.  The downside is that it needs to be downloaded and create a database to store the results.  I finally decided it would be easier if I could just upload a trace immediately. You can find the online version of ClearTrace at TraceTune.com.  It provides a simple way to upload a trace file and see exactly which stored procedures or SQL statements consume the most CPU and disk.   This is still a work in progress as I try to determine exactly which features from ClearTrace are important.  I’ve also limited the file upload to 10MB in this beta release.  That might not sound like much but I get over 20,000 events using this stored procedure to generate the trace. If you’re looking for something to do on a Friday, I’d suggest a little performance tuning.  Generating 10MB of trace data doesn’t take long at all and in a short time you’ll see exactly which SQL statements you need to tune first.

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • 11.10 system crashes for no apparent reason [closed]

    - by varanoid
    I'm relatively new to Linux, and while I know a fair amount about computers and programming, it certainly isn't my specialty. I have a dual boot with Windows 7, and it has been working very well for me until recently. Just randomly the computer will freeze. The last time I was smart enough to keep the System Monitor open when it happened, and it looks like at the time of freezing "bash" and a bunch of other processes that I don't recognize seem to have flooded the memory. So it looks like my memory is getting overloaded and this is what is crashing the system, but I honestly have no idea what could be doing it. Generally I have a bunch of programs running, but they don't take much RAM or CPU: Transmission, Libre Office Writer, Firefox, Empathy, and Banshee. Sometimes I also have Text Editor and Terminal open, but it crashes regardless. When it crashes, it seems that all of the programs are working fine but things like windows, the taskbar, and operations like Alt+Tab just stop working properly or at all. Sometimes the mouse and keyboard freeze and I have to power off manually. Other than that I don't know what the problem is. The only irregularity I've experienced is that I can't download "Debian package management system" even though other updates download fine.

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  • Ubuntu live cd : black screen and blinking cursor

    - by IFasel
    I try to install ubuntu 12.04 on my computer. I can get to the purple screen on the live cd but then, if I choose "Installing Ubuntu", I have a black screen with a cursor blinking (and nothing else happens). My PC : acer aspire M3920, CPU i5-2300, 8 Gb RAM, NVIDIA gt 405. What I already tried : I tried with 12.04 and 13.04 daily build I tried with a live usb and with a live dvd I tried the following boot options : nomodset, acpi=off I googled a lot and it seems that it could be a graphic card problem. Do you know any other boot options that I could try ? UPDATE This is not a duplicate : I've tried all the common boot options (nomodeset, noacpi...) and it doesn't change anything. With the option "no splash" (instead of "quiet splash"), I can see what happens before the forever-blinking cursor : [sdg] no caching mode present [sdg] assuming drive cache : write trough ata8.00: excetion Emask 0x52 ... frozen ata8 : SError : { RecovData RecovComm UnrecovData...} ata8.00 : failed command : IDENTIFY PACKET DEVICE ... ata8.00 : status : { DRDY } ata8 : hard resetting link Does somebody know what it means ? N.B. astonishingly, Puppy Linux boots fine (but Debian, Fedora and Ubuntu do not) Solution In fact, it was not a graphic card problem. I had to disconnect the dvd drive and connect it to another free sata connector (I don't really understand why Ubuntu had trouble with this connector and Windows 7 not). After that, everything worked fine.

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  • Making efficeint voxel engines using "chunks"

    - by Wardy
    Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... https://sites.google.com/site/letsmakeavoxelengine/home/chunks ... which talks about how to go about reducing the draw calls. What I can't seem to understand is how it actually saves draw call counts on the basis of the logic being something like this ... Without chunks foreach voxel in myvoxels DrawIfVisible() With Chunks foreach chunk in mychunks DrawIfVisible() which then does ... foreach voxel in myvoxels DrawIfVisible() So surely you saved nothing ?!?! You still make a draw call for each visible voxel do you not? A visible voxel needs a draw call in either scenario. The only real saving I can see is that the logic that evaluates a chunk will be able to determine if a large number of voxels are visible or not effectively saving a bit of "is this chunk visible" cpu time. But it's the draw calls that interest me ... The fewer of those, the faster the application. EDIT: In case it makes any difference I will probably be using XNA (DX not OpenGL) for my engine so don't consider my choice of example in the link above my choice of technology. But this question is such that I doubt it would matter.

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  • Why do VMs need to be "stack machines" or "register machines" etc.?

    - by Prog
    (This is an extremely newbie-ish question). I've been studying a little about Virtual Machines. Turns out a lot of them are designed very similarly to physical or theoretical computers. I read that the JVM for example, is a 'stack machine'. What that means (and correct me if I'm wrong) is that it stores all of it's 'temporary memory' on a stack, and makes operations on this stack for all of it's opcodes. For example, the source code 2 + 3 will be translated to bytecode similar to: push 2 push 3 add My question is this: JVMs are probably written using C/C++ and such. If so, why doesn't the JVM execute the following C code: 2 + 3..? I mean, why does it need a stack, or in other VMs 'registers' - like in a physical computer? The underlying physical CPU takes care of all of this. Why don't VM writers simply execute the interpreted bytecode with 'usual' instructions in the language the VM is programmed with? Why do VMs need to emulate hardware, when the actual hardware already does this for us? Again, very newbie-ish questions. Thanks for your help

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  • Login Screen hangs after entering password

    - by Ravi
    When I enter my password in the login box nothing happens. It gets stuck. It was running fine earlier. I have installed gnome-panel and cairo-dock, after which, I logged out, logged back in, and choose gnome classic session. I also added a ppa from the webupd8.org to install the themes (link). I opened Ubuntu Tweak tool, and changed the theme to Evolve the whole laptop stopped responding. The keyboard and mouse were unresponsive. So I was forced to do a shut down. Now whenever it starts, I cannot login into Ubuntu. I hear the fan noise, as its spinning very fast, when the laptop freezes.(Probably the CPU is running at 100%). Please help me. How can I login back to Ubuntu? I am using Ubuntu 12.04 and have installed all the latest updates.. EDIT: I want to know how can I delete a folder from the file system using the live CD?

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  • Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?

    - by Manuel Maier
    I would like to know what the performance difference is between using multiple sprites in one file (sprite sheets) to draw a game-character being able to face in 4 directions and using one sprite per file but rotating that character to my needs. I am aware that the sprite sheet method restricts the character to only be able to look into predefined directions, whereas the rotation method would give the character the freedom of "looking everywhere". Here's an example of what I am doing: Single Sprite Method Assuming I have a 64x64 texture that points north. So I do the following if I wanted it to point east: spriteBatch.Draw( _sampleTexture, new Rectangle(200, 100, 64, 64), null, Color.White, (float)(Math.PI / 2), Vector2.Zero, SpriteEffects.None, 0); Multiple Sprite Method Now I got a sprite sheet (128x128) where the top-left 64x64 section contains a sprite pointing north, top-right 64x64 section points east, and so forth. And to make it point east, i do the following: spriteBatch.Draw( _sampleSpritesheet, new Rectangle(400, 100, 64, 64), new Rectangle(64, 0, 64, 64), Color.White); So which of these methods is using less CPU-time and what are the pro's and con's? Is .NET/XNA optimizing this in any way (e.g. it notices that the same call was done last frame and then just uses an already rendered/rotated image thats still in memory)?

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  • Storing revisions of a document

    - by dev.e.loper
    This is a follow up question to my original question. I'm thinking of going with generating diffs and storing those diffs in the database 'History' table. I'm using diff-match-patch library to generate what is called a 'patch'. On every save, I compare previous and new version and generate this patch. The patch could be used to generate a document at specific point in time. My dilemma is how to store this data. Should I: a Insert a new database record for every patch? b. Store these patches in javascript array and store that array in history table. So there is only one db History record for document with an array of all the patches. Concerns with: a. Too many db records generated. Will be slow and CPU intensive to query. b. Only one record. If record is somehow corrupted/deleted. Entire revision history is gone. I'm looking for suggestions, concerns with either approach.

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  • Less graphics power all the sudden (Intel HD 3000)

    - by queueoverflow
    I have a Intel Sandy Bridge i5 with the HD 3000 graphics card. I used to be able to play Urban Terror and Nexuiz comfortably with 85 and 60 frames per seconds until mid/end of October 2012, the former even on a full HD display with that many frames. Now I have around 30 to 45 on the smaller laptop screen and around 20 to 30 on the external monitor. Did something happen to Kubuntu 12.04 so that it has less graphics performance than previously? Update I looked into the system monitor and could not detect anything being at the maximum. The four CPU cores were pretty much bored, the 8 GB RAM were filled with maybe 2 GB. And I ran intel_cpu_top and did not notice anything at its limit. See the output. after Kernel bisecting I now did a kernel bisect and tried 3.2.0-23, 3.2.0-27, 3.2.0-29 and 3.2.0-30 and all had full graphics power. Interestingly, I then had full power when I just booted back into the regular 3.2.0-32 kernel. This does not make sense to me …

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  • Why does OpenGL seem to ignore my glBindTexture call?

    - by Killrazor
    I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Edit: I bring also the check error code: int CheckGLError(const char *GLcall, const char *file, int line) { GLenum errCode; //avoids infinite loop int errorCount = 0; while ( (errCode=glGetError()) != GL_NO_ERROR && ++errorCount < 3000) { utils::globalLogPtr log = utils::CGLogFactory::getLogInstance(); const GLubyte *errString; errString = gluErrorString(errCode); std::stringstream ss; ss << "In "<< __FILE__<<"("<< __LINE__<<") "<<"GL error with code: " << errCode<<" at file " << file << ", line " << line << " with message: " << errString << "\n"; log->addMessage(ss.str(),ZEL_APPENDER_GL,utils::LOGLEVEL_ERROR); } return 0; }

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  • php script google maps points from mysql (google example)

    - by user1637477
    I have recently added style information to my maps script, and it stopped working. Have I done something wrong? Guess you can tell I'm very new to this. Any help appreciated. <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"><head> <meta http-equiv="content-type" content="text/html; charset=utf-8"><title>Google Maps AJAX + mySQL/PHP Example</title> <script src="http://maps.google.com/maps/api/js?sensor=false" type="text/javascript"></script> <script type="text/javascript"> //<![CDATA[ ( *******************I INSERTED HERE ) var styles = [ { stylers: [ { hue: "#00ffe6" }, { saturation: -20 } ] },{ featureType: "road", elementType: "geometry", stylers: [ { lightness: 100 }, { visibility: "simplified" } ] },{ featureType: "road", elementType: "labels", stylers: [ { visibility: "off" } ] } ];**( ******************************** THROUGH TO HERE ) map.setOptions({styles: styles}); var customIcons = { restaurant: { icon: 'http://labs.google.com/ridefinder/images/mm_20_blue.png', shadow: 'http://labs.google.com/ridefinder/images/mm_20_shadow.png' }, bar: { icon: 'http://labs.google.com/ridefinder/images/mm_20_red.png', shadow: 'http://labs.google.com/ridefinder/images/mm_20_shadow.png' } }; function load() { var map = new google.maps.Map(document.getElementById("map"), { center: new google.maps.LatLng(-37.7735, 175.1418), zoom: 10, mapTypeId: 'roadmap' }); var infoWindow = new google.maps.InfoWindow; // Change this depending on the name of your PHP fileBHBHBHBHBHBHBHBBBBBBBBBBBBBBBBBBBBBBBBBBB downloadUrl("mywebsite-no i did this just a minute ago", function(data) { var xml = data.responseXML; var markers = xml.documentElement.getElementsByTagName("marker"); for (var i = 0; i < markers.length; i++) { var name = markers[i].getAttribute("name"); var address = markers[i].getAttribute("address"); var type = markers[i].getAttribute("type"); var point = new google.maps.LatLng( parseFloat(markers[i].getAttribute("lat")), parseFloat(markers[i].getAttribute("lng"))); var html = "<b>" + name + "</b> <br/>" + address; var icon = customIcons[type] || {}; var marker = new google.maps.Marker({ map: map, position: point, icon: icon.icon, shadow: icon.shadow }); bindInfoWindow(marker, map, infoWindow, html); } }); } function bindInfoWindow(marker, map, infoWindow, html) { google.maps.event.addListener(marker, 'click', function() { infoWindow.setContent(html); infoWindow.open(map, marker); }); } function downloadUrl(url, callback) { var request = window.ActiveXObject ? new ActiveXObject('Microsoft.XMLHTTP') : new XMLHttpRequest; request.onreadystatechange = function() { if (request.readyState == 4) { request.onreadystatechange = doNothing; callback(request, request.status); } }; request.open('GET', url, true); request.send(null); } function doNothing() {} //]]> </script><!--Adobe Edge Runtime--> <script type="text/javascript" charset="utf-8" src="map500x1000_edgePreload.js"></script> <style> .edgeLoad-EDGE-12956064 { visibility:hidden; } </style> <!--Adobe Edge Runtime End--> </head> <body onload="load()"> <div id="map" style="width: 1000px; height: 1000px;" class="edgeLoad-EDGE-12956064"></div> </body></html>

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  • Loign Scren hangs after entering password in Ubuntu 12.04

    - by Ravi
    When I enter my password in the login box nothing happens. It is stucked there. It was running fine earlier. Actually, I installed the package gnome-panel and cairo-dock. Then I logged out and selected gnome classic session. Then I added a ppa from the webupd8.org to install the themes(link). I opened Ubuntu Tweak tool. When I changed the theme to Evolve the whole laptop stopped responding. None of my keyboard and mouse was working. So I was forced to do a forced shutdown. Now after restart I cannot login into ubuntu. I hear a loud sound of my laptop fan when the laptop is stucked. (Probably CPU will be at 100% when it stucked). Please help me. How can I login back to ubuntu? I am using ubuntu 12.04 and have installed all the latest updates..

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  • Changing the Operating System with only Ubuntu installed

    - by Games Brainiac
    I really wanted to dive into the world of Open Source operating systems, so I downloaded the latest version of Ubuntu (13.10), and installed it on a clean(no operating system installed, absolutely nothing) Lenovo ThinkPad machine. After a few days, I wanted to try out a different Operating System (Elementary OS). I downloaded the ISO file, burned it to a USB, tested that the USB booted from a different computer (I have 2, one is the Lenovo, the other a HP). I was able to get the bootscreen, and everything worked like a charm after I set the BIOS to boot from USB Disk Drive instead of HD. After this, I went back to Lenovo, and tried to open up the boot menu, by pressing F12, so that I could load from a temporary device. To my surprise, nothing but the HD was listed. There was no Optical Drive, No USB Drive, absolutely nothing. So, I thought that these devices were probably disabled. So I went into my BIOS and checked to see what was the case. I saw that all my devices were enabled. USB and all the other devices such as network cable and the rest were all enabled. So, I thought this probably had something to do wit UEFI and Legacy Boot options. So, I made sure that both were enabled. This did not solve the problem either. Again, I got nothing but the option to boot from my Hard Disk. I thought the USB had to be at fault. I tried different ports, but to no avail. Next, I tried with a Live CD, which had Ubuntu on it. This failed too. I simply could not boot from anything other than my hard disk. Okay, so at this point, I was pretty desperate, so I installed Boot-Repair through: sudo add-apt-repository ppa:yannubuntu/boot-repair sudo apt-get update sudo apt-get install boot-repair What this did is lead me to GRUB. Ideally, its just a screen that gives me the option to load from Ubuntu or Advanced Settings. The Advanced settings had nothing but Ubuntu options in it. So, I kept on pressing ESC and that led me to the the grub console, and thats where I am right now with my Lenovo. I've also tried updating the BIOS, but Lenovo only has packages for Red Hat and Windows. So, a dead end there too. Right now, I need to know if there is any way that I can just delete everything from my Lenovo? I want to revert it back to its blank factory condition. How can I achieve this? I have tried to elaborate my problem as best I could. If there is any important information that I've missed out, please do not hesitate to leave a comment. I would have included some screen shots, but BIOS screen shots are a little hard to manage. However, I can provide a camera Image of the boot screen if needed (doing that as we speak).

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  • Kubuntu never gets to the login screen

    - by searchfgold6789
    I am not sure if Xorg is using the right device... The system in question is an A4-1400 CPU with built-in Radeon Graphics. I added a PCIe Radeon HD 5750, and changed the BIOS so it would use that card automatically. Now it appears that I can see output from the TV plugged into the HDMI port, and boot into recovery mode, but cannot get to a desktop - X doesn't start. It just freezes at the Kubuntu splash screen. I have no idea how to get X to use the proper graphics card. I pasted the Xorg.log to http://paste.ubuntu.com/6261137/. And the Xorg.conf generated by aticonfig --initial is at http://paste.ubuntu.com/6261161/ Also, see lspci and lshw -c display outputs. I can provide more information, but something does tell me X is not using the right graphics card and I've no idea where to begin how to fix it... I faced a similar issue before with another distribution but found no information anywhere on how to make X use a specific graphics card. Or maybe it's not that simple.

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  • WIFI/LAN not working after Installing Ubuntu 13.10

    - by user183025
    I can't connect to my WIFI after installing Ubuntu 13.10. I tried re-installing it three times (thinking that I did something wrong during the installation) but I still can't connect to my WIFI. It just gives me the message that I'm offline and that I can't connect to my WIFI. I also tried connecting to the internet using LAN cable but with the same results. I tried google but it seems that there's no solution to this yet.... Anybody knows how to solve this? Thanks! FYI: H/W path Device Class Description ====================================================== system RC530/RC730 (To be filled by O.E.M.) /0 bus RC530/RC730 /0/0 memory 64KiB BIOS /0/4 processor Intel(R) Core(TM) i5-2410M CPU @ 2.30GHz /0/4/5 memory 32KiB L1 cache /0/41 memory 4GiB System Memory /0/41/0 memory DIMM [empty] /0/41/1 memory 4GiB SODIMM DDR3 Synchronous 1333 MHz (0.8 ns) /0/100 bridge 2nd Generation Core Processor Family DRAM Controller 02:00.0 Network controller: Intel Corporation Centrino Wireless-N 130 (rev 34) Subsystem: Intel Corporation Centrino Wireless-N 130 BGN Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at f7200000 (64-bit, non-prefetchable) [size=8K] Capabilities: <access denied> Kernel driver in use: iwlwifi Kernel modules: iwlwifi 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller (rev 06) Subsystem: Samsung Electronics Co Ltd Device c0c1 Flags: bus master, fast devsel, latency 0, IRQ 41 I/O ports at b000 [size=256] Memory at f2104000 (64-bit, prefetchable) [size=4K] Memory at f2100000 (64-bit, prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: r8169 Kernel modules: r8169

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