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  • Code snippets in interview

    - by Maddy
    Hi All, Recently I went to an interview for a C development position. Instead of asking me questions, they just gave me 20 code snippets to find out two logical errors on each one. I just couldn't complete all of the 20 since it took me time to go through each of these code snippets. My question is: Is this the right way to judge a candidate? If yes, how can I improve over my error detection skills so that I don't need to waste a lot of time in the next interview? If possible, please, suggest me some links where I could find lots of samples of such questions (mainly in C). Thanks and regards, Maddy

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  • No idea of how to simulate car crashes

    - by user2332868
    I have a simple car game with all the basic collision detection and movement in Unity with C#. But when I was building the "engine" for the game I didn't include a detail I later decided to include. I want the possibility so that cars can get damaged and so that the model can change. For example the car looked like it was new and after a crash it looks like a wreck. Please help me by pointing to some resources or by telling me approximate ways of implementing this new feature. Thanks!

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • Mozilla rend son outil de vérification des plug-ins compatible avec les autres navigateurs, pour plu

    Mise à jour du 24.03.2010 par Katleen Mozilla rend son outil de vérification des plug-ins compatible avec les autres navigateurs Après s'être occupé de patcher en urgence son navigateur Firefox suite à la détection d'une faille de sécurité critique, Mozilla travaille sur un outil permettant de sécuriser les navigateurs concurrents. La fondation devrait en effet ce jour rendre disponible une version cross-browser de cette fonctionnalité (qui est embarquée par défaut dans Firefox 3.6), compatible avec Internet Explorer 7 et 8, Chrome 4, Safari 4 et Opera 10.5. Son utilité ? Vérifier si les add-ons importants sont à jour. les hackers profitent souvent de plug-ins périmés pour s'int...

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  • Ubuntu Server Installer does not detect usb device

    - by Peter
    For some time now I am struggling with the 12.04 Ubuntu Server installer. I am trying to execute a clean, CD based install with the mentioned version onto an SD card. For the sake of the simplicity I have taken out the HDD. However, I had to recognise that the "disk detection" phase simply can not find the SDCARD. It says "No disk drive was detected. If you know the name of the driver needed by your disk drive, you can select from the list." What is really strange that I have tried the older Ubuntu Server installer (11.04) and this is simply recognising the sdcard... Does anyone have any idea? Many thanks, Peter

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  • Efficient way of detecting a touched object in a game?

    - by Pin
    Imagine a Sims-like 2D game for a touch based mobile phone where one can interact with virtually any object in the scene. How can I efficiently detect which object is being touched by the player? In my short experience, looping through all the visible objects in the scene and checking if they're touched has so far done the job, but when there may be many many moving objects in the screen that sounds kind of inefficient isn't it? Keeping the visible moving objects list can consume time in itself as one may have to loop through all of them each frame. Other solutions I've thought are: Spatial hashing. Divide the screen as a grid and place the visible objects in the corresponding bucket. Detection of the clicked object is fast but there's additional overhead for placing the objects in the correct bucket each frame. Maintaining a quad-tree. Moving objects have to be rearranged all the time, the previous solution looks better. What is usually done in this case?

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  • How do I implement a selectable world map?

    - by Clay
    I want to have a selectable map of the world, preferably zoomable, in a cocos2d project. When I tap on a country, I want that country to be selected so that I can perform some other operations with it. It seems that the best approach would be to use a vector world map, but I'm unsure how to implement this with cocos2d. Other options include using map tiles, but it seems that still would require the implementation of country polygons for tap/click detection. Depending on user input, I want to add icons to various countries on the map. What is a good way to approach the implementation of this type of map?

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  • "Unclutter" units in RTS game

    - by TravisG
    For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other. This enables them to clutter right on top of each other. This is a wanted behavior, since there will be situations in the game when the player does want them to stack like that. However, I want to make the process of uncluttering them easy for the player, so that they just have to press a hotkey or click some button on the screen and have the units disperse just enough so it's easy to select a group of them with the mouse (if they stand on top of each other one mouseclick selects all units). How could I do this without running a brute force N^2 nearest neighbor search on all units?

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  • How to reinstall latest Ubuntu Touch on Nexus 4?

    - by Galen Gruman
    I've followed the instructions on https://wiki.ubuntu.com/Touch/Install, first doing the steps that lead to phablet-flash -b and then the manual ones. In both cases, I get stuck at the Google boot screen. It does not boot into Touch. No errors during manual install, and adb devices shows the device, but I get the following with phablet-flash or phablet-flash -b (second and subsequent times, not the first time): Device detected as /system/bin/sh: getprop: not found Unsupported device, autodetect fails device When working on flipped images, detection does not work and would require -d Not clear what that all means. The Nexus 4 had the initial Touch dev preview on it, FYI. I saw no separate instructions for upgrading from that.

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  • Ubuntu 11.10 to 12.04 results in loss of N network capability - how to restore?

    - by user74273
    On Ubuntu 11.10, I had zero issues with N network detection and speed. I cannot remember whether the old driver was iwlagn or iwlwifi. This was with Ubuntu repository Linux kernel 3.0.0-22. Upon upgrading to Ubuntu 12.04, iwlwifi is the available driver and while it detects N networks, upon connection, the speed is cripplingly low and DNS look-ups do not occur (impossible to browse). This is with Ubuntu repository Linux kernel 3.2.0-26. Please note that the 11n_disable flag for the iwlwifi module cannot work for me as I require N network access. Is there another solution? Perhaps, is there a way to easily patch the new kernel with the old wireless module (just copy-and-paste the iwlagn module into the new kernel source and re-compile)? Relevant hardware specs: Dell Inspiron N5110 Network Adapter: Intel® Centrino® Wireless-N 1030

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  • I am new to game development, what do I need to know? [closed]

    - by farmdve
    I am unsure if this question is a duplicate, I hope it isn't. Are there any resources on the terminology when doing game development? Because, even if you tell me to learn some graphics API, how would I understand the things it does, if I am not well into the terminology(voxel,mesh,polygon,shading). What about the math that is involved in the game(geometry) or the concept of the gravity,collision detection in the game and their respective maths? I am very bad at math, never was good, because I have ADHD, but I won't give up just yet. I look at a game, and I see "textures", but how am I walking on them, how do they take substance so I don't fall off of them? And depth? This is what I need information about, not just a link to a library like SDL(which I have compiled under MinGW and MinGW-W64) and tell me to learn it and the cliché answer "start simple/small". I hope the question(s) are not too vague.

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  • Make Sprite Jump Upon a Platform

    - by Geore Shg
    I have been struggling to make a game like Doodle Jump where the sprite jumps on a platform. So how do you make a sprite jump upon platforms in XNA? Th platforms are represented by a list of positions like Public platformList As List(Of Vector2) This is the collision detection under update() Dim mainSpriteRect As Rectangle = New Rectangle(CInt(mainSprite.Position.X), CInt(mainSprite.Position.Y), mainSprite.texture.Width, mainSprite.texture.Height) 'a node is simply a class with the texture and position' For Each _node As Node In _gameMap.nodeList Dim blockRect As Rectangle = New Rectangle(CInt(_node.Position.X), CInt(_node.Position.Y), _BlocksTexture.Width, _BlocksTexture.Height) If mainSpriteRect.Intersects(blockRect) Then 'what should I do here? For example velocity and position?' End If If (_node.Position.Y > 800) Then nodeList.Remove(_node) End If Next

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  • In a 2D tile-based game, how should NPCs and tiles reference each other?

    - by lezebulon
    I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is best: 1) each tile has a pointer to the NPC that is on its tile, or a NULL pointer 2) having a list of NPCs, and they have the coordinates of the tile they are on. 3) something else? 1) is faster for collision detection but it would use much more memory space and it is slower to find all NPCs in a map. 2) is the opposite. thanks

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  • How to Detect and Fix an Infected PC

    You may have noticed that your PC is not acting the way it used to when you first purchased it. If so, malware may be the culprit. Here are some ways to detect if your PC has been infected, as well as methods to correct any such problems to get things back to normal, as suggested by researcher Tim Armstrong of Kaspersky Lab. Malware Detection Irritating Popups Irritating popup windows are one of the telltale signs that your PC is infected with malware. One of the most common classes of malware driven popup windows comes in the form of scareware, or fake antivirus warnings. These popups tel...

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Oracle Solaris Cluster 4.1 Released

    - by Larry Wake
    Today we announced the release of Oracle Solaris Cluster 4.1 ( download ; existing customers can just update from the package repository ).New capabilities include:  Oracle Solaris 10 Zone Clusters: The easiest way to update and consolidate existing Solaris 10 application environments is with Oracle Solaris 10 Zones within Oracle Solaris 11 -- not only do you get higher system utilization, but you can immediately leverage new features such as network virtualization.With Oracle Solaris Cluster 4.1, you can now cluster these zones, for even higher availability. Expanded disaster recovery operations: Oracle Solaris Cluster 4.1 introduces managed switchover and disaster-recovery takeover of applications and data using ZFS Storage Appliance replication services in a multi-site, multi-cluster configuration. Faster application recovery with improved storage failure detection and resource dependency management. Labeled security support for providing both high availability and high security, leveraging Oracle Solaris 11 Trusted Extensions. Learn more: Oracle Solaris Cluster at the Oracle Technology Network Data Sheet  What's New in Oracle Solaris Cluster 4.1  FAQs

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  • Displair : l'affichage 3D multi-touch devient une réalité commerciale, 1500 points de contact sur une surface allant jusqu'à 142 pouces

    Displair : l'affichage multi-touch en 3D en phase de devenir une réalité commerciale 1500 points de contact sur une surface allant jusqu'à 142 pouces Interagir avec un affichage volumétrique en 3D à la Minority Report devient-il une réalité fiable et commerciale ? Une société russe « Displair » dévoile en tout cas un système d'affichage qui s'en approche grandement. Displair utilise des projections laser sur une couche de brouillard froid pour reproduire des objets 3D dans le vide. Ce genre d'affichage holographique a fait ses balbutiements il y a bientôt une décennie et le produit n'aurait pas été aussi impressionnant sans une détection avancée du mouvement....

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  • WinRAR extracting file before checking password? [closed]

    - by opatachibueze
    I tried extracting an encrypted rar file today, and I discovered that I had to wait the same amount of time I'll wait before a file is extracted (extraction reaches 99% completion) for WinRAR to conclude it's the wrong password (winrar message: "CRC failed wrong password or corrupt file?") . My guess is that this file is somewhere on the Computer just before the detection, - it has to be and then gets deleted after it's verified that the password is not the same? Is there anyway I can forcefully get this file from the PC? Thanks.

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  • Secure Open Source?

    - by opatachibueze
    I want to make a delicate application of mine (an antivirus actually) open source but I want to have a control on who really obtains the source or not. Preferably they should apply and I or administrators approve their applications. Is there any online platform for this? The main reason for the control/security is to possibly prevent malware makers to easily discover how to bypass the stealth checking methods it utilizes for malware detection. Edit: I am looking for advice - possibly to hear from someone who has done something similar. Thanks!

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  • Physics don't apply on a unique body AndEngine

    - by Kanga
    I am developing a game in AndEngine so far I managed to create everything I wanted for my sprite that was connected to a BoxBody. I was rotating it moving it everything was great. I wanted my collision detection to be more precise so I changed from boxBody to unique irregular shaped body. I found all the vertices and I just replaced the newly created irregular shaped body with the boxbody everywhere in my code. Not only that the image of the sprite is not in place but all the physics and maths I was doing for movement and physics wont work. Please help me :(. Thanks in advance.

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • Charakter coding / programming

    - by Jery
    lately I tryed a few times to create charakters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your charakter is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together =\ thx in advance for some input

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  • What reference point/ tutorial could I use to help me make a "Ball rolling" game in flash?

    - by user1798964
    I am a complete newbie to programming, only took high school Computer science so I kind of know what im doing, I just want to know how I can make a ball rolling game that I want to make, could anyone show me an example of a good "ball rolling game" that has good physics and everything, I have tried to use Box2D for the physics portion of the game, but I found that using that is just code and I can't figure out how to make the graphics and details of the world I want to make in my game, all I would like to do would have a game that has the collision detection and physics of box2d only apply to one ball in it and use the left and right keys to move it. sorry if I am too unclear, if anyone could show a tutorial or something to me on how to make a proper "Ball rolling" game that has good physics that would be appreciated, thank you for taking the time to read this

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  • Building a touch event driven UI from scratch: what algorithms or data types?

    - by user1717079
    I have a touch display. As input I can receive the coordinates and how many touch points are in use, basically I just get an X,Y couple for every touch event/activated point at a customizable rate. I need to start from this and build my own callback system to achieve something like Object.onUp().doSomething() meaning that I would like to abstract just the detection of some particular movements and not having to deal with raw data: what algorithms can be useful in this case? What statements? Is there some C++ library that I can dissect to get some useful info? Would you suggest the use of an heuristic algorithm?

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  • Silverlight on Windows Phone

    This was a great announcement last week at MIX10: the programming model for the upcoming Windows Phone 7 is Silverlight!   For now it is Silverlight 3, with the possibility to use phone specific features: orientation location & map control (GPS) mic push notifications motion detection accelerometer compass light proximity contacts So we have the same programming model we already know, develop in Visual Studio, test with the built-in emulator or deploy...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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