Search Results

Search found 16557 results on 663 pages for 'graph library'.

Page 44/663 | < Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >

  • algorithms undirected graph twodegree[]

    - by notamathwiz
    For each node u in an undirected graph, let twodegree[u] be the sum of the degrees of u's neighbors. Show how to compute the entire array of twodegree[.] values in linear time, given a graph in adjacency list format. This is the solution for all u ? V : degree[u] = 0 for all (u; w) ? E: degree[u] = degree[u] + 1 for all u ? V : twodegree[u] = 0 for all (u; w) ? E: twodegree[u] = twodegree[u] + degree[w] can someone explain what degree[u] does in this case and how twodegree[u] = twodegree[u] + degree[w] is supposed to be the sum of the degrees of u's neighbors?

    Read the article

  • Quaternion dfference + time --> angular velocity (gyroscope in physics library)

    - by AndrewK
    I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in milisecond. All I want is set the orientation from my gyroscope to orientation of my object in 3D space. But all I can do is set angular velocity to my object. I have orientation difference and time, and from that I calculate vector of angular velocity [Wx,Wy,Wz] from that formula: W(t) = 2 * dq(t)/dt * conj(q(t)) My code is: btQuaternion diffQuater = gyroQuater - boxQuater; btQuaternion conjBoxQuater = gyroQuater.inverse(); btQuaternion velQuater = ((diffQuater * 2.0f) / d_time) * conjBoxQuater; And everything works well, till I get: 1 rotating around Y axis, angle about 60 degrees, then I have these values in 2 critical frames: x: -0.013220 y: -0.038050 z: -0.021979 w: -0.074250 - diffQuater x: 0.120094 y: 0.818967 z: 0.156797 w: -0.538782 - gyroQuater x: 0.133313 y: 0.857016 z: 0.178776 w: -0.464531 - boxQuater x: 0.207781 y: 0.290452 z: 0.245594 - diffQuater -> euler angles x: 3.153619 y: -66.947929 z: 175.936615 - gyroQuater -> euler angles x: 4.290697 y: -57.553043 z: 173.320053 - boxQuater -> euler angles x: 0.138128 y: 2.823307 z: 1.025552 w: 0.131360 - velQuater d_time: 0.058000 x: 0.211020 y: 1.595124 z: 0.303650 w: -1.143846 - diffQuater x: 0.089518 y: 0.771939 z: 0.144527 w: -0.612543 - gyroQuater x: -0.121502 y: -0.823185 z: -0.159123 w: 0.531303 - boxQuater x: nan y: nan z: nan - diffQuater -> euler angles x: 2.985240 y: -76.304405 z: -170.555054 - gyroQuater -> euler angles x: 3.269681 y: -65.977966 z: 175.639420 - boxQuater -> euler angles x: -0.730262 y: -2.882153 z: -1.294721 w: 63.325996 - velQuater d_time: 0.063000 2 rotating around X axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.013045 y: -0.004186 z: -0.005667 w: -0.022482 - diffQuater x: -0.848030 y: -0.187985 z: 0.114400 w: 0.482099 - gyroQuater x: -0.834985 y: -0.183799 z: 0.120067 w: 0.504580 - boxQuater x: 0.036336 y: 0.002312 z: 0.020859 - diffQuater -> euler angles x: -113.129463 y: 0.731925 z: 25.415056 - gyroQuater -> euler angles x: -110.232368 y: 0.860897 z: 25.350458 - boxQuater -> euler angles x: -0.865820 y: -0.456086 z: 0.034084 w: 0.013184 - velQuater d_time: 0.055000 x: -1.721662 y: -0.387898 z: 0.229844 w: 0.910235 - diffQuater x: -0.874310 y: -0.200132 z: 0.115142 w: 0.426933 - gyroQuater x: 0.847352 y: 0.187766 z: -0.114703 w: -0.483302 - boxQuater x: -144.402298 y: 4.891629 z: 71.309158 - diffQuater -> euler angles x: -119.515343 y: 1.745076 z: 26.646086 - gyroQuater -> euler angles x: -112.974533 y: 0.738675 z: 25.411509 - boxQuater -> euler angles x: 2.086195 y: 0.676526 z: -0.424351 w: 70.104248 - velQuater d_time: 0.057000 2 rotating around Z axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.000736 y: 0.002812 z: -0.004692 w: -0.008181 - diffQuater x: -0.003829 y: 0.012045 z: -0.868035 w: 0.496343 - gyroQuater x: -0.003093 y: 0.009232 z: -0.863343 w: 0.504524 - boxQuater x: -0.000822 y: -0.003032 z: 0.004162 - diffQuater -> euler angles x: -1.415189 y: 0.304210 z: -120.481873 - gyroQuater -> euler angles x: -1.091881 y: 0.227784 z: -119.399445 - boxQuater -> euler angles x: 0.159042 y: 0.169228 z: -0.754599 w: 0.003900 - velQuater d_time: 0.025000 x: -0.007598 y: 0.024074 z: -1.749412 w: 0.968588 - diffQuater x: -0.003769 y: 0.012030 z: -0.881377 w: 0.472245 - gyroQuater x: 0.003829 y: -0.012045 z: 0.868035 w: -0.496343 - boxQuater x: -5.645197 y: 1.148993 z: -146.507187 - diffQuater -> euler angles x: -1.418294 y: 0.270319 z: -123.638245 - gyroQuater -> euler angles x: -1.415183 y: 0.304208 z: -120.481873 - boxQuater -> euler angles x: 0.017498 y: -0.013332 z: 2.040073 w: 148.120056 - velQuater d_time: 0.027000 The problem is the most visible in diffQuater - euler angles vector. Can someone tell me why it is like that? and how to solve that problem? All suggestions are welcome.

    Read the article

  • Updated SOA Documents now available in ITSO Reference Library

    - by Bob Rhubart
    Nine documents within the IT Strategies from Oracle (ITSO) reference library have recently been updated. (Access to the ITSO collection is free to registered Oracle.com members -- and that membership is free.) All nine documents fall within the Service Oriented Architecture section of the ITSO collection, and cover the following topics: SOA Practitioner Guides Creating an SOA Roadmap (PDF, 54 pages, published: February 2012) The secret to successful SOA is to build a roadmap that can be successfully executed. SOA offers an opportunity to adopt an iterative technique to deliver solutions incrementally. This document offers a structured, iterative methodology to help you stay focused on business results, mitigate technology and organizational risk, and deliver successful SOA projects. A Framework for SOA Governance (PDF, 58 pages, published: February 2012) Successful SOA requires a strong governance strategy that designs-in measurement, management, and enforcement procedures. Enterprise SOA adoption introduces new assets, processes, technologies, standards, roles, etc. which require application of appropriate governance policies and procedures. This document offers a framework for defining and building a proper SOA governance model. Determining ROI of SOA through Reuse (PDF, 28 pages, published: February 2012) SOA offers the opportunity to save millions of dollars annually through reuse. Sharing common services intuitively reduces workload, increases developer productivity, and decreases maintenance costs. This document provides an approach for estimating the reuse value of the various software assets contained in a typical portfolio. Identifying and Discovering Services (PDF, 64 pages, published: March 2012) What services should we build? How can we promote the reuse of existing services? A sound approach to answer these questions is a primary measure for the success of a SOA initiative. This document describes a pragmatic approach for collecting the necessary information for identifying proper services and facilitating service reuse. Software Engineering in an SOA Environment (PDF, 66 pages, published: March 2012) Traditional software delivery methods are too narrowly focused and need to be adjusted to enable SOA. This document describes an engineering approach for delivering projects within an SOA environment. It identifies the unique software engineering challenges faced by enterprises adopting SOA and provides a framework to remove the hurdles and improve the efficiency of the SOA initiative. SOA Reference Architectures SOA Foundation (PDF, 70 pages, published: February 2012) This document describes they key tenets for SOA design, development, and execution environments. Topics include: service definition, service layering, service types, the service model, composite applications, invocation patterns, and standards. SOA Infrastructure (PDF, 86 pages, published: February 2012) Properly architected, SOA provides a robust and manageable infrastructure that enables faster solution delivery. This document describes the role of infrastructure and its capabilities. Topics include: logical architecture, deployment views, and Oracle product mapping. SOA White Papers and Data Sheets Oracle's Approach to SOA (white paper) (PDF, 14 pages, published: February 2012) Oracle has developed a pragmatic, holistic approach, based on years of experience with numerous companies to help customers successfully adopt SOA and realize measureable business benefits. This executive datasheet and whitepaper describe Oracle's proven approach to SOA. Oracle's Approach to SOA (data sheet) (PDF, 3 pages, published: March 2012) SOA adoption is complex and success is far from assured. This is why Oracle has developed a pragmatic, holistic approach, based on years of experience with numerous companies, to help customers successfully adopt SOA and realize measurable business benefits. This data sheet provides an executive overview of Oracle's proven approach to SOA.

    Read the article

  • Unresolved external symbol __imp____glewGenerateMipmap

    - by Tsvetan
    This error is given by Visual Studio 2010, when I want to compile my C++ code. I have added 'glew32.lib' and 'freeglut.lib' in Additional Dependencies, both release and debug. Also included the header files. I have searched the Internet and found only one forum post, but it isn't the solution I am searching for... My library is dynamic, so GLEW_STATIC is not an option. So, can you give me a solution for this problem?

    Read the article

  • error while loading shared libraries, file too short

    - by tommyk
    From one of my customers I got an application. When I try to run it I got following error error while loading shared libraries: ./libvtkWidgets.so.5.4: file too short In my project structure I see following: -rwxrwxrwx 1 tomasz tomasz 20 2011-02-01 10:44 libvtkWidgets.so -rwxrwxrwx 1 tomasz tomasz 22 2011-02-01 10:44 libvtkWidgets.so.5.4 -rwxrwxrwx 1 tomasz tomasz 2147103 2011-02-01 10:44 libvtkWidgets.so.5.4.2 Is my shared library libvtkWidgets corrupted ? How to solve that error ?

    Read the article

  • How can I compile an autotools project with statically linked dependancies?

    - by flyx
    There's an open source library I want to use. As I want to spread my software as binary package, I do not want the library to have dependancies on other libraries, so I need to link the dependancies statically. Now as the library is open source and there are no binaries provided, I compile it myself. The library uses autotools, and I didn't find any useful documentation on how to link dependancies statically. What I did try is to call the configure script with --enable-static, but this apparently only tells configure to compile a static version of the library - but what I need is a dynamic library that includes all the libraries it depends on. So, I need a way to either tell configure to link against dependancies statically, or a way to post-process the built library to include all dependancies. Can anyone tell me how to do this? Oh, and if it matters: I'm on 64bit Snow Leopard.

    Read the article

  • dun goofed the files in /usr/lib/x86_64-linux-gnu/

    - by tipu
    there was some weird package issue with (in my limited understanding) 32/64 bit libraries, so i went around making symlinks to the file my lamp installation expected to the ones that actually existed. i did this for a # of files in here: /usr/lib/x86_64-linux-gnu/ however php still ended up not working (separate issue) and now i believe i have a screwed up lib directory. is there a way to revert those library files?

    Read the article

  • Microsoft Enterprise Library Caching Application Block not thread safe?!

    - by AlanR
    Good aftenoon, I created a super simple console app to test out the Enterprise Library Caching Application Block, and the behavior is blaffling. I'm hoping I screwed something that's easy to fix in the setup. Have each item expire after 5 seconds for testing purposes. Basic setup -- "every second pick a number between 0 and 2. if the cache doesn't already have it, put it in there -- otherwise just grab it from the cache. Do this inside a LOCK statement to ensure thread safety. APP.CONFIG: <configuration> <configSections> <section name="cachingConfiguration" type="Microsoft.Practices.EnterpriseLibrary.Caching.Configuration.CacheManagerSettings, Microsoft.Practices.EnterpriseLibrary.Caching, Version=4.1.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" /> </configSections> <cachingConfiguration defaultCacheManager="Cache Manager"> <cacheManagers> <add expirationPollFrequencyInSeconds="1" maximumElementsInCacheBeforeScavenging="1000" numberToRemoveWhenScavenging="10" backingStoreName="Null Storage" type="Microsoft.Practices.EnterpriseLibrary.Caching.CacheManager, Microsoft.Practices.EnterpriseLibrary.Caching, Version=4.1.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" name="Cache Manager" /> </cacheManagers> <backingStores> <add encryptionProviderName="" type="Microsoft.Practices.EnterpriseLibrary.Caching.BackingStoreImplementations.NullBackingStore, Microsoft.Practices.EnterpriseLibrary.Caching, Version=4.1.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" name="Null Storage" /> </backingStores> </cachingConfiguration> </configuration> C#: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Practices.EnterpriseLibrary.Common; using Microsoft.Practices.EnterpriseLibrary.Caching; using Microsoft.Practices.EnterpriseLibrary.Caching.Expirations; namespace ConsoleApplication1 { class Program { public static ICacheManager cache = CacheFactory.GetCacheManager("Cache Manager"); static void Main(string[] args) { while (true) { System.Threading.Thread.Sleep(1000); // sleep for one second. var key = new Random().Next(3).ToString(); string value; lock (cache) { if (!cache.Contains(key)) { cache.Add(key, key, CacheItemPriority.Normal, null, new SlidingTime(TimeSpan.FromSeconds(5))); } value = (string)cache.GetData(key); } Console.WriteLine("{0} --> '{1}'", key, value); //if (null == value) throw new Exception(); } } } } OUPUT -- How can I prevent the cache to returning nulls? 2 --> '2' 1 --> '1' 2 --> '2' 0 --> '0' 2 --> '2' 0 --> '0' 1 --> '' 0 --> '0' 1 --> '1' 2 --> '' 0 --> '0' 2 --> '2' 0 --> '0' 1 --> '' 2 --> '2' 1 --> '1' Press any key to continue . . . Thanks in advance, -Alan.

    Read the article

  • Documenting C# Library using GhostDoc and SandCastle

    - by sreejukg
    Documentation is an essential part of any IT project, especially when you are creating reusable components that will be used by other developers (such as class libraries). Without documentation re-using a class library is almost impossible. Just think of coding .net applications without MSDN documentation (Ooops I can’t think of it). Normally developers, who know the bits and pieces of their classes, see this as a boring work to write details again to generate the documentation. Also the amount of work to make this and manage it changes made the process of manual creation of Documentation impossible or tedious. So what is the effective solution? Let me divide this into two steps 1. Generate comments for your code while you are writing the code. 2. Create documentation file using these comments. Now I am going to examine these processes. Step 1: Generate XML Comments automatically Most of the developers write comments for their code. The best thing is that the comments will be entered during the development process. Additionally comments give a good reference to the code, make your code more manageable/readable. Later these comments can be converted into documentation, along with your source code by identifying properties and methods I found an add-in for visual studio, GhostDoc that automatically generates XML documentation comments for C#. The add-in is available in Visual Studio Gallery at MSDN. You can download this from the url http://visualstudiogallery.msdn.microsoft.com/en-us/46A20578-F0D5-4B1E-B55D-F001A6345748. I downloaded the free version from the above url. The free version suits my requirement. There is a professional version (you need to pay some $ for this) available that gives you some more features. I found the free version itself suits my requirements. The installation process is straight forward. A couple of clicks will do the work for you. The best thing with GhostDoc is that it supports multiple versions of visual studio such as 2005, 2008 and 2010. After Installing GhostDoc, when you start Visual studio, the GhostDoc configuration dialog will appear. The first screen asks you to assign a hot key, pressing this hotkey will enter the comment to your code file with the necessary structure required by GhostDoc. Click Assign to go to the next step where you configure the rules for generating the documentation from the code file. Click Create to start creating the rules. Click finish button to close this wizard. Now you performed the necessary configuration required by GhostDoc. Now In Visual Studio tools menu you can find the GhostDoc that gives you some options. Now let us examine how GhostDoc generate comments for a method. I have write the below code in my code behind file. public Char GetChar(string str, int pos) { return str[pos]; } Now I need to generate the comments for this function. Select the function and enter the hot key assigned during the configuration. GhostDoc will generate the comments as follows. /// <summary> /// Gets the char. /// </summary> /// <param name="str">The STR.</param> /// <param name="pos">The pos.</param> /// <returns></returns> public Char GetChar(string str, int pos) { return str[pos]; } So this is a very handy tool that helps developers writing comments easily. You can generate the xml documentation file separately while compiling the project. This will be done by the C# compiler. You can enable the xml documentation creation option (checkbox) under Project properties -> Build tab. Now when you compile, the xml file will created under the bin folder. Step 2: Generate the documentation from the XML file Now you have generated the xml file documentation. Sandcastle is the tool from Microsoft that generates MSDN style documentation from the compiler produced XML file. The project is available in codeplex http://sandcastle.codeplex.com/. Download and install Sandcastle to your computer. Sandcastle is a command line tool that doesn’t have a rich GUI. If you want to automate the documentation generation, definitely you will be using the command line tools. Since I want to generate the documentation from the xml file generated in the previous step, I was expecting a GUI where I can see the options. There is a GUI available for Sandcastle called Sandcastle Help File Builder. See the link to the project in codeplex. http://www.codeplex.com/wikipage?ProjectName=SHFB. You need to install Sandcastle and then the Sandcastle Help file builder. From here I assume that you have installed both sandcastle and Sandcastle help file builder successfully. Once you installed the help file builder, it will be available in your all programs list. Click on the Sandcastle Help File Builder GUI, will launch application. First you need to create a project. Click on File -> New project The New project dialog will appear. Choose a folder to store your project file and give a name for your documentation project. Click the save button. Now you will see your project properties. Now from the Project explorer, right click on the Documentation Sources, Click on the Add Documentation Source link. A documentation source is a file such as an assembly or a Visual Studio solution or project from which information will be extracted to produce API documentation. From the Add Documentation source dialog, I have selected the XML file generated by my project. Once you add the xml file to the project, you will see the dll file automatically added by the help file builder. Now click on the build button. Now the application will generate the help file. The Build window gives to the result of each steps. Once the process completed successfully, you will have the following output in the build window. Now navigate to your Help Project (I have selected the folder My Documents\Documentation), inside help folder, you can find the chm file. Open the chm file will give you MSDN like documentation. Documentation is an important part of development life cycle. Sandcastle with GhostDoc make this process easier so that developers can implement the documentation in the projects with simple to use steps.

    Read the article

  • Library like ENet, but for TCP?

    - by Milo
    I'm not looking to use boost::asio, it is overly complex for my needs. I'm building a game that is cross platform, for desktop, iPhone and Android. I found a library called ENet which is pretty much what I need, but it uses UDP which does not seem to support encryption and a few other things. Given that the game is an event driven card game, TCP seems like the right fit. However, all I have found is WINSOCK / berkley sockets and bost::asio. Here is a sample client server application with ENet: #include <enet/enet.h> #include <stdlib.h> #include <string> #include <iostream> class Host { ENetAddress address; ENetHost * server; ENetHost* client; ENetEvent event; public: Host() :server(NULL) { enet_initialize(); setupServer(); } void setupServer() { if(server) { enet_host_destroy(server); server = NULL; } address.host = ENET_HOST_ANY; /* Bind the server to port 1234. */ address.port = 1721; server = enet_host_create (& address /* the address to bind the server host to */, 32 /* allow up to 32 clients and/or outgoing connections */, 2 /* allow up to 2 channels to be used, 0 and 1 */, 0 /* assume any amount of incoming bandwidth */, 0 /* assume any amount of outgoing bandwidth */); } void daLoop() { while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (server, & event, 5000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("packet", strlen ("packet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("packetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("packet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (server); break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } } } ~Host() { if(server) { enet_host_destroy(server); server = NULL; } atexit (enet_deinitialize); } }; class Client { ENetAddress address; ENetEvent event; ENetPeer *peer; ENetHost* client; public: Client() :peer(NULL) { enet_initialize(); setupPeer(); } void setupPeer() { client = enet_host_create (NULL /* create a client host */, 1 /* only allow 1 outgoing connection */, 2 /* allow up 2 channels to be used, 0 and 1 */, 57600 / 8 /* 56K modem with 56 Kbps downstream bandwidth */, 14400 / 8 /* 56K modem with 14 Kbps upstream bandwidth */); if (client == NULL) { fprintf (stderr, "An error occurred while trying to create an ENet client host.\n"); exit (EXIT_FAILURE); } /* Connect to some.server.net:1234. */ enet_address_set_host (& address, "192.168.2.13"); address.port = 1721; /* Initiate the connection, allocating the two channels 0 and 1. */ peer = enet_host_connect (client, & address, 2, 0); if (peer == NULL) { fprintf (stderr, "No available peers for initiating an ENet connection.\n"); exit (EXIT_FAILURE); } /* Wait up to 5 seconds for the connection attempt to succeed. */ if (enet_host_service (client, & event, 20000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) { std::cout << "Connection to some.server.net:1234 succeeded." << std::endl; } else { /* Either the 5 seconds are up or a disconnect event was */ /* received. Reset the peer in the event the 5 seconds */ /* had run out without any significant event. */ enet_peer_reset (peer); puts ("Connection to some.server.net:1234 failed."); } } void daLoop() { ENetPacket* packet; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("backet", strlen ("backet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("backetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("backet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (client); while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; } } } } ~Client() { atexit (enet_deinitialize); } }; int main() { std::string a; std::cin >> a; if(a == "host") { Host host; host.daLoop(); } else { Client c; c.daLoop(); } return 0; } I looked at some socket tutorials and they seemed a bit too low level. I just need something that abstracts away the platform (eg, no WINSOCKS) and that has basic ability to keep track of connected clients and send them messages. Thanks

    Read the article

  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

    Read the article

  • Facebook Stories for Retailers

    - by David Dorf
    Getting people to "like" a brand is important because it opens the door to a possible B2C relationship. Once a person likes that brand, the brand can post to their newsfeed with promotions, announcements, and surveys. At least for me, I "hide" the noisy brands and just monitor the ones that keep posts under 4 times a week. I see lots of people, especially with fashion brands, comment on postings at which point the posting is seen by their network. A metric I've heard (but not verified) is that for every person that comments, ten of their friends see the original posting. That's a pretty cheap way to communicate to potential customers in a viral way. Over at mainstreet.com they compiled the a list of the top liked retailers on Facebook as of Feb 1, 2011. They are listed below: 19,414,892 Starbucks 11,302,939 Victoria's Secret 7,925,184 Zara 7,032,398 McDonald's 6,117,222 H&M 5,400,586 Taco Bell 4,665,760 Subway 4,494,849 Lacoste 4,185,570 Hollister 3,973,181 Forever 21 So I guess the public likes their fast-food and fashion. To take this to the next level, Facebook is now displaying Sponsored Stories, which I saw for the first time on my page this weekend. I found this picture at the Wall Blog that depicits Sponsored Stories very well. Over on the right-hand column of a person's page, where they see advertisements and such, Facebook will post stories involving their network of friends and their interaction with sponsored brands. Now their "likes" can suddenly become your ads. "Jessica and Philip like Starbucks. What are you waiting for?" This is another great way to take messages viral by accessing social graphs. As usual there will be a certain level of outcry from privacy advocates, but given the other more iniquitous issues, I believe this will fall by the wayside. Retailers should consider using Sponsored Stories to increase their Likes, and thus increase their voice in the social world.

    Read the article

  • Better data structure for a game like Bubble Witch

    - by CrociDB
    I'm implementing a bubble-witch-like game (http://www.king.com/games/puzzle-games/bubble-witch/), and I was thinking on what's the better way to store the "bubbles" and to work with. I thought of using graphs, but that might be too complex for a trivial thing. Thought of a matrix, just like a tile map, but that might get too 'workaroundy'. I don't know. I'll be doing in Flash/AS3, though. Thanks. :)

    Read the article

  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

    Read the article

  • OpenGraph tags and HTML5 validity

    - by netmano
    I have a HTML5 based page, and I inculded the OpenGraph tags according to it's documentation. Also I checked with Facebook Debug, and it can parse the metadata. But when I use W3C Validator, it reports the OG tags as error: Attribute content not allowed on element meta at this point. <meta property="fb:admins" content="...." /> Attribute content not allowed on element meta at this point. <meta property="og:url" content="http://www...."> They are all in the <head>. I would need my page be "valid" HTML5 and OG tags, as well. Could you help me giving a hint how can it be achieved? UPDATE: The name version also invalid: <meta name='fb:admins' content=''>

    Read the article

  • Chambers In A Castle Algorithm

    - by 7Aces
    Problem Statement - Given a NxM grid of 1s & 0s (1s mark walls, while 0s indicate empty chambers), the task is to identify the number of chambers & the size of the largest. And just to whet my curiosity, to find in which chamber, a cell belongs. It seems like an ad hoc problem, since the regular algorithms just don't fit in. I just can't get the logic for writing an algorithm for the problem. If you get it, pseudo-code would be of great help! Note - I have tried the regular grid search algorithms, but they don't suffice the problem requirements. Source - INOI Q Paper 2003

    Read the article

  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

    Read the article

  • Nested Entities and calculation on leaf entity property - SQL or NoSQL approach

    - by Chandu
    I am working on a hobby project called Menu/Recipe Management. This is how my entities and their relations look like. A Nutrient has properties Code and Value An Ingredient has a collection of Nutrients A Recipe has a Collection of Ingredients and occasionally can have a collection of other recipes A Meal has a Collection of Recipes and Ingredients A Menu has a Collection of Meals The relations can be depicted as In one of the pages, for a selected menu I need to display the effective nutrients information calculated based on its constituents (Meals, Recipes, Ingredients and the corresponding nutrients). As of now am using SQL Server to store the data and I am navigating the chain from my C# code, starting from each meal of the menu and then aggregating the nutrient values. I think this is not an efficient way as this calculation is being done every time the page is requested and the constituents change occasionally. I was thinking about a having a background service that maintains a table called MenuNutrients ({MenuId, NutrientId, Value}) and will populate/update this table with the effective nutrients when any of the component (Meal, Recipe, Ingredient) changes. I feel that a GraphDB would be a good fit for this requirement, but my exposure to NoSQL is limited. I want to know what are the alternative solutions/approaches to this requirement of displaying the nutrients of a given menu. Hope my description of the scenario is clear.

    Read the article

  • Legal responsibility of public posts

    - by Murdock
    Given a public site with no logins: I let people post links to public Facebook profiles, and my site fetches the profile picture and displays it. Would it be ok if I just told people to post profiles of which they had the owner’s permission? Does such a statement exonerate me from copyright infringements and place the burden on the user? Edit: For bonus points. Can the statement just be a notice under the button (that will save the link) that says that "By clicking this button you agree to the terms and conditions" with maybe a link to the terms and conditions.

    Read the article

  • How to design the scenarios in a platform game?

    - by ReyLitch
    I am developing a 3D platform game like Metroid Fusion with XNA. I have many classes for different elements as models, game screens, postprocessing and so on. Now I want to start designing the scenarios but I think that the scenarios needed in a platform game are not as conventional (by conventional I say something like this). I am very lost and not know where to start and how to structure it. Thanks in advance.

    Read the article

  • Nearest color algorithm using Hex Triplet

    - by Lijo
    Following page list colors with names http://en.wikipedia.org/wiki/List_of_colors. For example #5D8AA8 Hex Triplet is "Air Force Blue". This information will be stored in a databse table (tbl_Color (HexTriplet,ColorName)) in my system Suppose I created a color with #5D8AA7 Hex Triplet. I need to get the nearest color available in the tbl_Color table. The expected anaser is "#5D8AA8 - Air Force Blue". This is because #5D8AA8 is the nearest color for #5D8AA7. Do we have any algorithm for finding the nearest color? How to write it using C# / Java? REFERENCE http://stackoverflow.com/questions/5440051/algorithm-for-parsing-hex-into-color-family http://stackoverflow.com/questions/6130621/algorithm-for-finding-the-color-between-two-others-in-the-colorspace-of-painte Suggested Formula: Suggested by @user281377. Choose the color where the sum of those squared differences is minimal (Square(Red(source)-Red(target))) + (Square(Green(source)-Green(target))) +(Square(Blue(source)-Blue(target)))

    Read the article

  • Facebook Like button warning, but prevents sharing

    - by Steve
    I added a FB Like button to my Wordpress template, and when I click Like, I receive an error, which pops up and says: There was an error liking the page. If you are the page owner, please try running your page through the linter on the Facebook devsite (https://developers.facebook.com/tools/lint/) and fixing any errors. The Lint Checker (now) gives no Error or Warnings, after I removed a duplicate og:description tag. Why is it not working?

    Read the article

  • Looking for an algorithm to connect dots - shortest route

    - by e4ch
    I have written a program to solve a special puzzle, but now I'm kind of stuck at the following problem: I have about 3200 points/nodes/dots. Each of these points is connected to a few other points (usually 2-5, theoretical limit is 1-26). I have exactly one starting point and about 30 exit points (probably all of the exit points are connected to each other). Many of these 3200 points are probably not connected to neither start nor end point in any way, like a separate net, but all points are connected to at least one other point. I need to find the shortest number of hops to go from entry to exit. There is no distance between the points (unlike the road or train routing problem), just the number of hops counts. I need to find all solutions with the shortest number of hops, and not just one solution, but all. And potentially also solutions with one more hop etc. I expect to have a solution with about 30-50 hops to go from start to exit. I already tried: 1) randomly trying possibilities and just starting over when the count was bigger than a previous solution. I got first solution with 3500 hops, then it got down to about 97 after some minutes, but looking at the solutions I saw problems like unnecessary loops and stuff, so I tried to optimize a bit (like not going back where it came from etc.). More optimizations are possible, but this random thing doesn't find all best solutions or takes too long. 2) Recursively run through all ways from start (chess-problem-like) and breaking the try when it reached a previous point. This was looping at about a length of 120 nodes, so it tries chains that are (probably) by far too long. If we calculate 4 possibilities and 120 nodes, we're reaching 1.7E72 possibilities, which is not possible to calculate through. This is called Depth-first search (DFS) as I found out in the meantime. Maybe I should try Breadth-first search by adding some queue? The connections between the points are actually moves you can make in the game and the points are how the game looks like after you made the move. What would be the algorithm to use for this problem? I'm using C#.NET, but the language shouldn't matter.

    Read the article

  • iPhone: Using static library in an application crashes the device but not the iphone simulator

    - by spin-docta
    I have a library I made, and now I want to utilize it in an application. I've believe I've properly linked to the library. Here are all the things I've done: Set the header search path Set other linker flags to "-ObjC" Added the static library xcode project Made sure the lib.a was listed as a framework target Added the library as a direct dependency Like I said in the title, I've successfully run the app with the static library in the simulator. Once I try testing the app using the device, it crashes the second it has to use a function from the library: *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** +[NSDate firstOfCurrentMonth]: unrecognized selector sent to class 0x3841bb44' 2009-10-10 12:45:31.159 Basement[2372:207] Stack:

    Read the article

  • Assembly reference in Silverlight class library and used only in xaml is not packaged in XAP

    - by Brandon Copeland
    I have a 3rd party library (A). That library is referenced in my Silverlight class library (B). That Silverlight class library is referenced in my Silverlight application (C). The 3rd party library is not explicitly referenced in the Silverlight application. It seems that "A" is added to my XAP if "A" is used in any class in "B" because of a chain in dependencies (C - B - A). This is the behavior I would expect and need. If "A" is never explicitly used in a C# class but only defined in Xaml, the assembly is not packaged to the XAP. Maybe "A" includes a control that is only used declaratively and never referenced otherwise. Is this behavior by design? Am I missing a property somewhere that controls this? I would prefer to not explicitly reference the third party library in my Silverlight application. What's to best practice to ensure all necessary assemblies are packaged in the XAP?

    Read the article

< Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >