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  • Life, Identity, and Everything

    Life, Identity, and Everything Tim Bray is the Developer Advocate, and Breno de Madeiros is the tech lead, in the group at Google that does authentication and authorization APIs; specifically, those involving OAuth and OpenID. Breno also has his name on the front of a few of the OAuth RFCs. We're going to talk for a VERY few (less than 10) minutes on why OAuth is a good idea, and a couple of things we're working on right now to help do away with passwords. After that, ask us anything. From: GoogleDevelopers Views: 0 0 ratings Time: 30:00 More in Science & Technology

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  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

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  • La evolución en lenguajes de programación, DART en detalles

    La evolución en lenguajes de programación, DART en detalles En este programa presentaremos una visión general de las novedades tecnológicas desde el equipo de relaciones para desarrolladores de la región de sur de Latinoamérica. Seguiremos presentando nuestro enfoque de desarrollo, ingeniería y las mejores prácticas para implementar tecnología Google favoreciendo la evolución de soluciones tecnológicas. Luego nos introduciremos en un escenario técnico en donde analizaremos la evolución en los lenguajes de programación para desarrolladores como DART. Finalmente estaremos conversando con la comunidad de desarrollo, resolviendo un desafío técnico y premiando todo el talento regional. From: GoogleDevelopers Views: 0 0 ratings Time: 02:00:00 More in Education

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  • Update fails to Install

    - by FirmTech
    I get the below error when I try to install updates using Software Updater: Not enough free disk space The upgrade needs a total of 81.3 M free space on disk '/boot'. Please free at least an additional 15.9 M of disk space on '/boot'. Empty your trash and remove temporary packages of former installations using 'sudo apt-get clean'. What should I do? firmtechnologies@FirmTechnologies:~$ (ls -l /boot) total 155801 -rw-r--r-- 1 root root 1158016 May 3 01:30 abi-3.13.0-24-generic -rw-r--r-- 1 root root 1161713 May 8 01:31 abi-3.13.0-26-generic -rw-r--r-- 1 root root 1161713 May 15 20:07 abi-3.13.0-27-generic -rw-r--r-- 1 root root 1161764 Jun 4 22:57 abi-3.13.0-29-generic -rw-r--r-- 1 root root 165510 May 3 01:30 config-3.13.0-24-generic -rw-r--r-- 1 root root 165538 May 8 01:31 config-3.13.0-26-generic -rw-r--r-- 1 root root 165521 May 15 20:07 config-3.13.0-27-generic -rw-r--r-- 1 root root 165544 Jun 4 22:57 config-3.13.0-29-generic drwxr-xr-x 5 root root 1024 Jun 6 14:31 grub -rw-r--r-- 1 root root 29091568 May 7 21:31 initrd.img-3.13.0-24-generic -rw-r--r-- 1 root root 29094684 May 12 12:24 initrd.img-3.13.0-26-generic -rw-r--r-- 1 root root 29095678 May 18 10:57 initrd.img-3.13.0-27-generic -rw-r--r-- 1 root root 29093700 Jun 6 14:32 initrd.img-3.13.0-29-generic drwx------ 2 root root 12288 Apr 30 17:11 lost+found -rw-r--r-- 1 root root 176500 Mar 12 13:31 memtest86+.bin -rw-r--r-- 1 root root 178176 Mar 12 13:31 memtest86+.elf -rw-r--r-- 1 root root 178680 Mar 12 13:31 memtest86+_multiboot.bin -rw------- 1 root root 3372643 May 3 01:30 System.map-3.13.0-24-generic -rw------- 1 root root 3377429 May 8 01:31 System.map-3.13.0-26-generic -rw------- 1 root root 3377429 May 15 20:07 System.map-3.13.0-27-generic -rw------- 1 root root 3378267 Jun 4 22:57 System.map-3.13.0-29-generic -rw------- 1 root root 5776416 May 3 01:30 vmlinuz-3.13.0-24-generic -rw------- 1 root root 5790912 May 8 01:30 vmlinuz-3.13.0-26-generic -rw------- 1 root root 5790912 May 15 20:07 vmlinuz-3.13.0-27-generic -rw------- 1 root root 5792544 Jun 4 22:57 vmlinuz-3.13.0-29-generic

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  • Javascript Isometric draw optimization

    - by hustlerinc
    I'm having trouble with isometric tiles drawing. At the moment I got an array with the tiles i want to draw. And it all works fine until i increase the size of the array. Since I draw ALL tiles on the map it really affects the game performance (obviously) :D. My problem is I'm no genius when it comes to javascript and I haven't managed to just draw what is in viewport. Should be fairly simple for an expert though because its fixed sizes etc. Canvas is 960x480 pixels, each tile 64x32. This gives 16 tiles on first row, 15 on the next etc. for a total of 16 rows. Tile 0,0 is in the top-right corner. And draws X up to down and Y right to left. Going through the tiles on the first row from left to right as +X -Y. Here is the relevant part of my drawMap() function drawMap(){ var tileW = 64; // Tile Width var tileH = 32; // Tile Height var mapX = 960-32; var mapY = -16; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile = map[i][j]; var drawObj = objectMap[i][j]; var xpos = (i-j)*tileH + mapX; var ypos = (i+j)*tileH/2 + mapY; // Place the tiles isometric. ctx.drawImage(tileImg[drawTile],xpos,ypos); if(drawObj){ ctx.drawImage(objectImg[drawObj-1],xpos,ypos-(objectImg[drawObj- 1])); } } } } Could anyone please help me how to translate this to just draw the relevant tiles? It would be deeply appreciated.

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  • Dartisans ep 14 - Dart Community Demos

    Dartisans ep 14 - Dart Community Demos The #dartlang community has been busy! You'll meet some members of the Dart community and see demos of their latest projects. Also, learn how an open-source contributor gained committer status for Dart! As always, ask and vote for questions for Dart engineers and community members. Meet +Kevin Moore, +Alexander Aprelev, and +John McCutchan show off their libraries and projects. You might just see WebGL, dart2js, and BOT in action. Ask questions here: developers.google.com Learn more about Dart at www.dartlang.org From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • How to achieve selection of a tile from a tile sheet based on an ID?

    - by Bugster
    Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile sprite from the file. I'll describe my problem better in order for everyone to understand. I wrote an enum of materials, each material has a value according to it's location relative to the tile sheet. For example void is 1, grass is 2, rock is 3, etc. So in my tile sheet they are represented as such: +---+---+---+---+---+ | 1 | 2 | 3 | 4 | 5 | +---+---+---+---+---+ Which is equivalent to: +------+-------+-------+ | void | grass | stone | +------+-------+-------+ Basically when rendering, I created a tile class, each tile has 2 coordinates: X and Y (They are calculated automatically) and a material which can be represented either as a number, either as a value (ID). When rendering, I have a vector of sprites which are all taken from 1 file called tilesheet.png, however each of them must only draw a certain portion of the tile sheet, for example say I have something like this: tile coordinateBounds(topLeftX, topLeftY, tileWidth, tileHeight); During the initialization of the map I calculate an array of tiles, and I give each of them their position, their materials based on the values in a map file and a few other variables such as collision. I need to apply the coordinateBounds to each of them according to their material value. For example if the material is grass it should only take the grass sprite from the tilesheet. I must also mention I'm using SFML, and there are no borders or spacing between the tiles.

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  • Fusion Tables API enfocando a los desarrolladores

    Fusion Tables API enfocando a los desarrolladores En este programa presentaremos una visión general de las novedades tecnológicas desde el equipo de relaciones para desarrolladores de la región de sur de Latinoamérica. Seguiremos presentando nuestro enfoque de desarrollo, ingeniería y las mejores prácticas para implementar tecnología Google favoreciendo la evolución de soluciones tecnológicas. Luego nos introduciremos en un escenario técnico en donde analizaremos la solución Fusion Tables API para desarrolladores(seguimos trabajando sobre los entornos de persistencia en la nube). Finalmente estaremos conversando con la comunidad de desarrollo, resolviendo un desafío técnico y premiando todo el talento regional From: GoogleDevelopers Views: 0 1 ratings Time: 00:00 More in Education

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  • Drawing visible tiles - side scrolling

    - by Troubleshoot
    Currently I'm calling drawMap every time repaint is called. This is the code I've written for my drawMap method so far. public void drawMap(Graphics2D g2d) { float cameraX = Player.getX() - (Frame.CANVAS_WIDTH / 2); float cameraY = Player.getY() - (Frame.CANVAS_HEIGHT / 2); int tileX = (int) cameraX; int tileY = (int) cameraY; int xIndent = 0, yIndent = 0; int a = 0, b = 0; while (tileX % TILE_SIZE != 0) { tileX--; xIndent++; } while (tileY % TILE_SIZE != 0) { tileY--; yIndent++; } for (int y = tileY; y < tileY + Frame.CANVAS_HEIGHT; y += Map.TILE_SIZE) { for (int x = tileX; x < tileX + Frame.CANVAS_WIDTH; x += Map.TILE_SIZE) { if ((y / TILE_SIZE < 0 || x / TILE_SIZE < 0) || (y / TILE_SIZE > columnSize)) break; g2d.drawImage(map[y / TILE_SIZE][x / TILE_SIZE], a - xIndent, b - yIndent, null); a += TILE_SIZE; } a = 0; b += TILE_SIZE; } } The idea behind this is that it gets the camera position and draws the map relative to the player position. However, instead of the player being in the center of the screen all the time, the player actually moves away from the center as it scrolls to the right, and moves towards to center as it scrolls to the left. I've been trying to pinpoint what I've done wrong but I can't seem to find it. My code also seems quite messy, so am I doing this the correct way?

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Apps Script Office Hours - November 29, 2012

    Apps Script Office Hours - November 29, 2012 In this episode Arun and Ikai ... - Talk about the recent Apps Script hackathon they held in Los Angeles. - Cover the items in the release notes for recent releases. - Discuss recent Apps Script blog posts, including reminders, open source libraries, and more. - Answer a question about where best to store your data in Apps Script. Visit developers.google.com to find out when we'll be hosting our next Office Hours. From: GoogleDevelopers Views: 363 11 ratings Time: 28:55 More in Science & Technology

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  • Make the Web Fast: Automagic site optimization with mod_pagespeed 1.0!

    Make the Web Fast: Automagic site optimization with mod_pagespeed 1.0! Ask and vote for questions at: bit.ly mod_pagespeed is an open-source Apache module that automatically optimizes web pages and resources on them: images, CSS, JavaScript, and much more. In this episode, we'll catch up with Joshua Marantz, the tech lead of the project at Google and talk about the history of mod_pagespeed, its fast growing adoption (130K+ sites!), technical architecture and how it works under the hood. Finally, we'll talk about the upcoming 1.0 release milestone for the project. If you're curious about mod_pagespeed, then this is definitely the show you won't want to miss! From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • GDD-BR 2010 [2C] Building for a Faster Web

    GDD-BR 2010 [2C] Building for a Faster Web Speakers: Eric Bidelman Track: Chrome and HTML5 Time: C [12:05 - 12:50] Room: 2 Level: 151 Why should a web app be less performant than a native app? This session will focus on creating the next generation of web applications. We'll look HTML5 features that increase app performance, Chrome Developer Tools to speed development, Native Client for running native C++ in the browser, and Google Chrome Frame to bring these awesome features to users with older browsers. From: GoogleDevelopers Views: 84 1 ratings Time: 37:32 More in Science & Technology

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  • Make the Web Fast: Automagic site optimization with mod_pagespeed 1.0!

    Make the Web Fast: Automagic site optimization with mod_pagespeed 1.0! mod_pagespeed is an open-source Apache module that automatically optimizes web pages and resources on them: images, CSS, JavaScript, and much more. In this episode, we'll catch up with Joshua Marantz, the tech lead of the project at Google and talk about the history of mod_pagespeed, its fast growing adoption (130K+ sites!), technical architecture and how it works under the hood. Finally, we'll talk about the upcoming 1.0 release milestone for the project. If you're curious about mod_pagespeed, then this is definitely the show you won't want to miss! From: GoogleDevelopers Views: 2 0 ratings Time: 01:05:06 More in Science & Technology

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  • Is spreading code with refactoring comments a good idea?

    - by Uooo
    I am working on a "spaghetti-code" project, and while I am fixing bugs and implementing new features, I also do some refactoring in order to make the code unit-testable. The code is often so tightly coupled or complicated that fixing a small bug would result in a lot of classes being rewritten. So I decided to draw a line somewhere in the code where I stop refactoring. To make this clear, I drop some comments in the code explaining the situation, like: class RefactoredClass { private SingletonClass xyz; // I know SingletonClass is a Singleton, so I would not need to pass it here. // However, I would like to get rid of it in the future, so it is passed as a // parameter here to make this change easier later. public RefactoredClass(SingletonClass xyz) { this.xyz = xyz; } } Or, another piece of cake: // This might be a good candidate to be refactored. The structure is like: // Version String // | // +--> ... // | // +--> ... // | // ... and so on ... // Map map = new HashMap<String, Map<String, Map<String, List<String>>>>(); Is this a good idea? What should I keep in mind when doing so?

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  • [JP ???] Chrome+HTML5 Developers Live Japan #6

    [JP 日本語] Chrome+HTML5 Developers Live Japan #6 This program is in Japanese only. 今回の Chrome+HTML5 Developers Live Japan では、Googleの及川 (@takoratta) と共に、モバイルブラウザでの様々なデバッグ方法についてお話します。 【モバイルブラウザ デバッグベストプラクティス】... From: GoogleDevelopers Views: 803 12 ratings Time: 01:05:21 More in Science & Technology

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  • ?????? ?? ??? 2

    크롬캐스트와 구글 캐스트 2 작년에 미국에서 출시한 크롬캐스트는 N 스크린과 스마트 TV 시장에 새로운 화두를 던지고 있으며 타임지가 뽑은 2013년도의 제품을 선정되기도... From: Google Developers Views: 25 4 ratings Time: 20:05 More in Science & Technology

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  • ?????? ?? ???

    크롬캐스트와 구글 캐스트 작년에 미국에서 출시한 크롬캐스트는 N 스크린과 스마트 TV 시장에 새로운 화두를 던지고 있으며 타임지가 뽑은 2013년도의 제품을 선정되기도... From: Google Developers Views: 6 0 ratings Time: 15:55 More in Science & Technology

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • translation/rotation of a HUD against a camera using vectors in Euclidian 3D space

    - by Jakob
    i've got 2 points in 3D space: the camera position and the camera lookAt. the camera movement is restricted akin to typical first person shooter games. you can move the cam freely, tilt horizontally and up to 90 degrees vertically, but not roll. so now i want to draw a HUD to the screen, on which i can move the mouse freely, with the position of the cursor correctly translating into 3D space. the easy part was to draw something directly in front of the camera. V0 = camPos; V1 = lookAt; V2 = lookAt-camPos; normalize V2; mutiply V2 according to camera frustum V3 = V0+V2 draw something at V3 now the part i don't get: i could use V3 and add to that the rotations of the cam combined with the x/y of the mouse cursor, somehow, right? that's what i want.

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  • C# Memoization of functions with arbitrary number of arguments

    - by Lirik
    I'm trying to create a memoization interface for functions with arbitrary number of arguments, but I'm failing miserably. The first thing I tried is to define an interface for a function which gets memoized automatically upon execution: class EMAFunction:IFunction { Dictionary<List<object>, List<object>> map; class EMAComparer : IEqualityComparer<List<object>> { private int _multiplier = 97; public bool Equals(List<object> a, List<object> b) { List<object> aVals = (List<object>)a[0]; int aPeriod = (int)a[1]; List<object> bVals = (List<object>)b[0]; int bPeriod = (int)b[1]; return (aVals.Count == bVals.Count) && (aPeriod == bPeriod); } public int GetHashCode(List<object> obj) { // Don't compute hash code on null object. if (obj == null) { return 0; } // Get length. int length = obj.Count; List<object> vals = (List<object>) obj[0]; int period = (int) obj[1]; return (_multiplier * vals.GetHashCode() * period.GetHashCode()) + length;; } } public EMAFunction() { NumParams = 2; Name = "EMA"; map = new Dictionary<List<object>, List<object>>(new EMAComparer()); } #region IFunction Members public int NumParams { get; set; } public string Name { get; set; } public object Execute(List<object> parameters) { if (parameters.Count != NumParams) throw new ArgumentException("The num params doesn't match!"); if (!map.ContainsKey(parameters)) { //map.Add(parameters, List<double> values = new List<double>(); List<object> asObj = (List<object>)parameters[0]; foreach (object val in asObj) { values.Add((double)val); } int period = (int)parameters[1]; asObj.Clear(); List<double> ema = TechFunctions.ExponentialMovingAverage(values, period); foreach (double val in ema) { asObj.Add(val); } map.Add(parameters, asObj); } return map[parameters]; } public void ClearMap() { map.Clear(); } #endregion } Here are my tests of the function: private void MemoizeTest() { DataSet dataSet = DataLoader.LoadData(DataLoader.DataSource.FROM_WEB, 1024); List<String> labels = dataSet.DataLabels; Stopwatch sw = new Stopwatch(); IFunction emaFunc = new EMAFunction(); List<object> parameters = new List<object>(); int numRuns = 1000; long sumTicks = 0; parameters.Add(dataSet.GetValues("open")); parameters.Add(12); // First call for(int i = 0; i < numRuns; ++i) { emaFunc.ClearMap();// remove any memoization mappings sw.Start(); emaFunc.Execute(parameters); sw.Stop(); sumTicks += sw.ElapsedTicks; } Console.WriteLine("Average ticks not-memoized " + (sumTicks/numRuns)); sumTicks = 0; // Repeat call for (int i = 0; i < numRuns; ++i) { sw.Start(); emaFunc.Execute(parameters); sw.Stop(); sumTicks += sw.ElapsedTicks; } Console.WriteLine("Average ticks memoized " + (sumTicks/numRuns)); } The performance is confusing me... I expected the memoized function to be faster, but it didn't work out that way: Average ticks not-memoized 106,182 Average ticks memoized 198,854 I tried doubling the data instances to 2048, but the results were about the same: Average ticks not-memoized 232,579 Average ticks memoized 446,280 I did notice that it was correctly finding the parameters in the map and it going directly to the map, but the performance was still slow... I'm either open for troubleshooting help with this example, or if you have a better solution to the problem then please let me know what it is.

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  • cant start glassfish within netbeans

    - by noname
    when i click on Run it displays and error message: Starting GlassFish v3 Domain GlassFish v3 Domain start failed. /Volumes/Private/noname/Sites/projects/java/MyFirstServlet/nbproject/build-impl.xml:602: Deployment error: GlassFish v3 Domain start failed. See the server log for details. BUILD FAILED (total time: 2 minutes 0 seconds) but then i fire up Terminal in mac and use asadmin start-domain and it starts. and in netbeans i then Run the project and it fires up Safari and displays the content. but why cant glassfish start in netbeans? any idea?

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  • Why wont my .NET 3.5 app run on fresh installation of windows7?

    - by acidzombie24
    In C:\Program Files\Reference Assemblies\Microsoft\Framework i see v3.0 and v3.5. I found that path in HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\.NETFramework\InstallRoot which also has that path. In C:\Windows\Microsoft.NET\Framework i see versions from 1 to 3.5 My app was built in msvs2010rc1 targeting 3.5. In fact in my project files i see v3.5. So whats with this? Why cant i run it? -edit- The application crashes on double click. With no exception dialog. Ok i see the problem. Sorry guys :$. I hope this post serves as a reference to someone else. I completely forgot that my app uses SDL.NET and i am use to C++ telling me i have forgotten a DLL.

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  • Linux reboot() system call: why it calls do_exit(0) after kernel_halt()?

    - by axeoth
    This is related to: http://stackoverflow.com/a/13413099/1284631 Now, the question is: Why the reboot() system call, when called with LINUX_REBOOT_CMD_HALT parameter (see here: http://lxr.linux.no/linux+v3.6.6/kernel/sys.c#L480) is calling do_exit(0) after having already called kernel_halt(), as calling kernel_halt() boils down to calling stop_this_cpu() (see here: http://lxr.linux.no/linux+v3.6.6/arch/x86/kernel/process.c#L519), as part of native_machine_halt() (see here: http://lxr.linux.no/linux+v3.6.6/arch/x86/kernel/reboot.c#L680). Or, it seems to me that stop_this_cpu() is never returning (it ends with an infinite loop). So, it is do_exit(0) called just in case that kernel_halt() doesn't do its job and it return? Why not panic() directly instead, then?

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  • how can i update view when fragment change?

    - by user1524393
    i have a activity that have 2 sherlockfragment in this The first two pages display fragments with custom list views which are built from xml from server using AsyncTask. However, when the app runs, only one list view is displayed, the other page is just blank public class VpiAbsTestActivity extends SherlockFragmentActivity { private static final String[] CONTENT = new String[] { "1","2"}; TestFragmentAdapter mAdapter; ViewPager mPager; PageIndicator mIndicator; protected void onCreate(Bundle savedInstanceState) { setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); super.onCreate(savedInstanceState); setContentView(R.layout.simple_tabs); mAdapter = new TestFragmentAdapter(getSupportFragmentManager()); mPager = (ViewPager)findViewById(R.id.pager); mPager.setAdapter(mAdapter); mIndicator = (TabPageIndicator)findViewById(R.id.indicator); mIndicator.setViewPager(mPager); mIndicator.notifyDataSetChanged(); } class TestFragmentAdapter extends FragmentPagerAdapter { private int mCount = CONTENT.length; public TestFragmentAdapter(FragmentManager fm) { super(fm); } @Override public Fragment getItem(int position) { switch(position) { case 0: return new customlist(); case 1: return new customlistnotuser(); default: return null; } } @Override public int getCount() { return mCount; } public CharSequence getPageTitle(int position) { return VpiAbsTestActivity.CONTENT[position % VpiAbsTestActivity.CONTENT.length].toUpperCase(); } @Override public void destroyItem(View collection, int position, Object view) { ((ViewPager) collection).removeView((View) view); } } } what can i update viewpager when change pages ? the customlistnotuser page likes customlist page but not show public class customlistnotuser extends SherlockFragment { // All static variables static final String URL = "url"; // XML node keys static final String KEY_TEST = "test"; // parent node static final String KEY_ID = "id"; static final String KEY_TITLE = "title"; static final String KEY_Description = "description"; static final String KEY_DURATION = "duration"; static final String KEY_THUMB_URL = "thumb_url"; static final String KEY_PRICE = "price"; static final String KEY_URL = "url"; private ProgressDialog pDialog; ListView list; LazyAdapterbeth adapter; XMLParser parser = new XMLParser(); public void onActivityCreated(Bundle savedInstanceState) { super.onActivityCreated(savedInstanceState); } public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); new getFeed().execute(); } public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { View thisfragment = inflater.inflate(R.layout.dovomi, container, false); return thisfragment; } private class getFeed extends AsyncTask<Void, Void, Document> { } protected Document doInBackground(Void... params) { XMLParser parser = new XMLParser(); String xml = parser.getXmlFromUrl(URL); // getting XML from URL Document doc = parser.getDomElement(xml); // getting DOM element return doc; } protected void onPostExecute(Document doc) { ArrayList<HashMap<String, String>> songsList = new ArrayList<HashMap<String, String>>(); NodeList nl = doc.getElementsByTagName(KEY_TEST); // looping through all song nodes <song> for (int i = 0; i < nl.getLength(); i++) { // creating new HashMap HashMap<String, String> map = new HashMap<String, String>(); Element e = (Element) nl.item(i); // adding each child node to HashMap key => value map.put(KEY_ID, parser.getValue(e, KEY_ID)); map.put(KEY_TITLE, parser.getValue(e, KEY_TITLE)); map.put(KEY_Description, parser.getValue(e, KEY_Description)); map.put(KEY_DURATION, parser.getValue(e, KEY_DURATION)); map.put(KEY_THUMB_URL, parser.getValue(e, KEY_THUMB_URL)); map.put(KEY_PRICE, parser.getValue(e, KEY_PRICE)); map.put(KEY_URL, parser.getValue(e, KEY_URL)); // adding HashList to ArrayList songsList.add(map); pDialog.dismiss(); } list=(ListView)getActivity().findViewById(R.id.list); // Getting adapter by passing xml data ArrayList adapter=new LazyAdapterbeth(getActivity(), songsList); list.setAdapter(adapter); // Click event for single list row list.setOnItemClickListener(new OnItemClickListener() {

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