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  • Sprites as Actors

    - by Scán
    Hello, I'm not experienced in GameDev questions, but as a programmer. In the language Scala, you can have scalable multi-tasking with Actors, very stable, as I hear. You can even habe hundreds of thousands of them running at once without a problem. So I thought, maybe you can use these as a base class for 2D-Sprites, to break out of the game-loop thing that requires to go through all the sprites and move them. They'd basically move themselves, event-driven. Would that make sense for a game? Having it multitasked like that? After all, it will run on the JVM, though that should not be much of a problem nowadays.

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

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  • Auto-Configuring SSIS Packages

    - by Davide Mauri
    SSIS Package Configurations are very useful to make packages flexible so that you can change objects properties at run-time and thus make the package configurable without having to open and edit it. In a complex scenario where you have dozen of packages (even in in the smallest BI project I worked on I had 50 packages), each package may have its own configuration needs. This means that each time you have to run the package you have to pass the correct Package Configuration. I usually use XML configuration files and I also force everyone that works with me to make sure that an object that is used in several packages has the same name in all package where it is used, in order to simplify configurations usage. Connection Managers are a good example of one of those objects. For example, all the packages that needs to access to the Data Warehouse database must have a Connection Manager named DWH. Basically we define a set of “global” objects so that we can have a configuration file for them, so that it can be used by all packages. If a package as some specific configuration needs, we create a specific – or “local” – XML configuration file or we set the value that needs to be configured at runtime using DTLoggedExec’s Package Parameters: http://dtloggedexec.davidemauri.it/Package%20Parameters.ashx Now, how we can improve this even more? I’d like to have a package that, when it’s run, automatically goes “somewhere” and search for global or local configuration, loads it and applies it to itself. That’s the basic idea of Auto-Configuring Packages. The “somewhere” is a SQL Server table, defined in this way In this table you’ll put the values that you want to be used at runtime by your package: The ConfigurationFilter column specify to which package that configuration line has to be applied. A package will use that line only if the value specified in the ConfigurationFilter column is equal to its name. In the above sample. only the package named “simple-package” will use the line number two. There is an exception here: the $$Global value indicate a configuration row that has to be applied to any package. With this simple behavior it’s possible to replicate the “global” and the “local” configuration approach I’ve described before. The ConfigurationValue contains the value you want to be applied at runtime and the PackagePath contains the object to which that value will be applied. The ConfiguredValueType column defined the data type of the value and the Checksum column is contains a calculated value that is simply the hash value of ConfigurationFilter plus PackagePath so that it can be used as a Primary Key to guarantee uniqueness of configuration rows. As you may have noticed the table is very similar to the table originally used by SSIS in order to put DTS Configuration into SQL Server tables: SQL Server SSIS Configuration Type: http://msdn.microsoft.com/en-us/library/ms141682.aspx Now, how it works? It’s very easy: you just have to call DTLoggedExec with the /AC option: DTLoggedExec.exe /FILE:”mypackage.dtsx” /AC:"localhost;ssis_auto_configuration;ssiscfg.configuration" the AC option expects a string with the following format: <database_server>;<database_name>;<table_name>; only Windows Authentication is supported. When DTLoggedExec finds an Auto-Configuration request, it injects a new connection manager in the loaded package. The injected connection manager is named $$DTLoggedExec_AutoConfigure and is used by the two SQL Server DTS Configuration ($$DTLoggedExec_Global and $$DTLoggedExec_Local) also injected by DTLoggedExec, used to load “local” and “global” configuration. Now, you may start to wonder why this approach cannot be used without having all this stuff going around, but just passing to a package always two XML DTS Configuration files, (to have to “local” and the “global” configurations) doing something like this: DTLoggedExec.exe /FILE:”mypackage.dtsx” /CONF:”global.dtsConfig” /CONF:”mypackage.dtsConfig” The problem is that this approach doesn’t work if you have, in one of the two configuration file, a value that has to be applied to an object that doesn’t exists in the loaded package. This situation will raise an error that will halt package execution. To solve this problem, you may want to create a configuration file for each package. Unfortunately this will make deployment and management harder, since you’ll have to deal with a great number of configuration files. The Auto-Configuration approach solve all these problems at once! We’re using it in a project where we have hundreds of packages and I can tell you that deployment of packages and their configuration for the pre-production and production environment has never been so easy! To use the Auto-Configuration option you have to download the latest DTLoggedExec release: http://dtloggedexec.codeplex.com/releases/view/62218 Feedback, as usual, are very welcome!

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  • Electronic circuit simulator four-way flood-filling issues

    - by AJ Weeks
    I've made an electronic circuit board simulator which has simply 3 types of tiles: wires, power sources, and inverters. Wires connect to anything they touch, other than the sides of inverters; inverters have one input side and one output side; and finally power tiles connect in a similar manner as wires. In the case of an infinite loop, caused by the output of the inverter feeding into its input, I want inverters to oscillate (quickly turn on/off). I've attempted to implement a FloodFill algorithm to spread the power throughout the grid, but seem to have gotten something wrong, as only the tiles above the power source get powered (as seen below) I've attempted to debug the program, but have had no luck thus far. My code concerning the updating of power can be seen here.

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  • Improving grepping over a huge file performance

    - by rogerio_marcio
    I have FILE_A which has over 300K lines and FILE_B which has over 30M lines. I created a bash script that greps each line in FILE_A over in FILE_B and writes the result of the grep to a new file. This whole process is taking over 5+ hours. I'm looking for suggestions on whether you see any way of improving the performance of my script. I'm using grep -F -m 1 as the grep command. FILE_A looks like this: 123456789 123455321 and FILE_B is like this: 123456789,123456789,730025400149993, 123455321,123455321,730025400126097, So with bash I have a while loop that picks the next line in FILE_A and greps it over in FILE_B. When the pattern is found in FILE_B i write it to result.txt. while read -r line; do grep -F -m1 $line 30MFile done < 300KFile Thanks a lot in advance for your help.

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  • Loops, Recursion and Memoization in JavaScript

    - by Ken Dason
    Originally posted on: http://geekswithblogs.net/kdason/archive/2013/07/25/loops-recursion-and-memoization-in-javascript.aspxAccording to Wikipedia, the factorial of a positive integer n (denoted by n!) is the product of all positive integers less than or equal to n. For example, 5! = 5 x 4 x 3 x 2 x 1 = 120. The value of 0! is 1. We can use factorials to demonstrate iterative loops and recursive functions in JavaScript.  Here is a function that computes the factorial using a for loop: Output: Time Taken: 51 ms Here is the factorial function coded to be called recursively: Output: Time Taken: 165 ms We can speed up the recursive function with the use of memoization.  Hence,  if the value has previously been computed, it is simply returned and the recursive call ends. Output: Time Taken: 17 ms

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  • How to optimize collision detection

    - by Niklas
    I am developing a 2D Java Game with LibGDX. This is what it kinda looks like (simplified): The big black circle is the player, which you can move by tilting the smartphone. The red circles and blue rectangles are enemies, which will move from the right of the screen to the left. The player has to avoid crashing into them. Right now I am checking in the Game Loop every enemy against the player, whether they collide or not. This seems kinda inefficient to me, but I don't know how to improve it. I have tried the Quadtree approach, but it did not really work. The player could easily glitch through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this [tutorial/blog] as my Quadtree implementation(http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374).

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  • 2D Planet Gravity

    - by baked
    I'm trying to make a simple game where a spaceship is launched and then its path is effected by the gravity of planets. Similar to this game: http://sciencenetlinks.com/interactives/gravity.html I wish to know how to replicate the effect the planets have on the spaceship in this game so a spaceship can 'loop' around a planet to change direction. I have managed to achieve some bogus results where the spaceship loops in a huge ellipse around the planet or is only slightly affected by the gravity of a planet using Vectors. Thanks in advance. p.s I have plenty of coding experience just none to do with game dev.

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  • Find vertices of a convex hull

    - by Jeff Bullard
    I am attempting to do this within CGAL. From a 3D point cloud, find the convex hull, then loop over the finite facets of the convex hull and print each facet's vertices. It seems like there should be a straightforward way to do this; I would have expected that 3D polyhedra would own a vector of facet objects, each of which in turn would own a vector of its edges, each of which in turn would own a vector of its vertices, and that their would be some access through this hierarchy using iterators. But so far I have been unable to find a simple way to navigate through this hierarchy (if it exists).

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  • Can a recursive function have iterations/loops?

    - by Omega
    I've been studying about recursive functions, and apparently, they're functions that call themselves, and don't use iterations/loops (otherwise it wouldn't be a recursive function). However, while surfing the web for examples (the 8-queens-recursive problem), I found this function: private boolean placeQueen(int rows, int queens, int n) { boolean result = false; if (row < n) { while ((queens[row] < n - 1) && !result) { queens[row]++; if (verify(row,queens,n)) { ok = placeQueen(row + 1,queens,n); } } if (!result) { queens[row] = -1; } }else{ result = true; } return result; } There is a while loop involved. ... so I'm a bit lost now. Can I use loops or not?

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  • ntfsresize volume and size information

    - by antonio
    I am going to resize my sda2 NTFS partition. When gathering info with ntfsresize, I get: ntfsresize --info /dev/sda2 ntfsresize v2013.1.13 (libntfs-3g) Device name : /dev/sda2 NTFS volume version: 3.1 Cluster size : 4096 bytes Current volume size: 21999993344 bytes (22000 MB) Current device size: 23622320128 bytes (23623 MB) Checking filesystem consistency ... Accounting clusters ... Space in use : 10673 MB (48.5%) Collecting resizing constraints ... You might resize at 10672590848 bytes or 10673 MB (freeing 11327 MB). Please make a test run using both the -n and -s options before real resizing! Can you tell me what is the difference between volume and device size? As for device size, 23622320128 bytes / 1000^2 = 23622.3 MB. Why is 23623 MB reported instead of 23622? Note that parted confirms this value: parted /dev/sda2 unit MB p Model: Unknown (unknown) Disk /dev/sda2: 23622MB Sector size (logical/physical): 512B/512B Partition Table: loop Disk Flags: Number Start End Size File system Flags 1 0.00MB 23622MB 23622MB ntfs

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  • How can I best study a problem to determine whether recursion can/should be used?

    - by user10326
    In some cases, I fail to see that a problem could be solved by the divide and conquer method. To give a specific example, when studying the find max sub-array problem, my first approach is to brute force it by using a double loop to find the max subarray. When I saw the solution using the divide and conquer approach which is recursion-based, I understood it but ok. From my side, though, when I first read the problem statement, I did not think that recursion is applicable. When studying a problem, is there any technique or trick to see that a recursion based (i.e. divide and conquer) approach can be used or not?

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  • SQL Table stored as a Heap - the dangers within

    - by MikeD
    Nearly all of the time I create a table, I include a primary key, and often that PK is implemented as a clustered index. Those two don't always have to go together, but in my world they almost always do. On a recent project, I was working on a data warehouse and a set of SSIS packages to import data from an OLTP database into my data warehouse. The data I was importing from the business database into the warehouse was mostly new rows, sometimes updates to existing rows, and sometimes deletes. I decided to use the MERGE statement to implement the insert, update or delete in the data warehouse, I found it quite performant to have a stored procedure that extracted all the new, updated, and deleted rows from the source database and dump it into a working table in my data warehouse, then run a stored proc in the warehouse that was the MERGE statement that took the rows from the working table and updated the real fact table. Use Warehouse CREATE TABLE Integration.MergePolicy (PolicyId int, PolicyTypeKey int, Premium money, Deductible money, EffectiveDate date, Operation varchar(5)) CREATE TABLE fact.Policy (PolicyKey int identity primary key, PolicyId int, PolicyTypeKey int, Premium money, Deductible money, EffectiveDate date) CREATE PROC Integration.MergePolicy as begin begin tran Merge fact.Policy as tgtUsing Integration.MergePolicy as SrcOn (tgt.PolicyId = Src.PolicyId) When not matched by Target then Insert (PolicyId, PolicyTypeKey, Premium, Deductible, EffectiveDate)values (src.PolicyId, src.PolicyTypeKey, src.Premium, src.Deductible, src.EffectiveDate) When matched and src.Operation = 'U' then Update set PolicyTypeKey = src.PolicyTypeKey,Premium = src.Premium,Deductible = src.Deductible,EffectiveDate = src.EffectiveDate When matched and src.Operation = 'D' then Delete ;delete from Integration.WorkPolicy commit end Notice that my worktable (Integration.MergePolicy) doesn't have any primary key or clustered index. I didn't think this would be a problem, since it was relatively small table and was empty after each time I ran the stored proc. For one of the work tables, during the initial loads of the warehouse, it was getting about 1.5 million rows inserted, processed, then deleted. Also, because of a bug in the extraction process, the same 1.5 million rows (plus a few hundred more each time) was getting inserted, processed, and deleted. This was being sone on a fairly hefty server that was otherwise unused, and no one was paying any attention to the time it was taking. This week I received a backup of this database and loaded it on my laptop to troubleshoot the problem, and of course it took a good ten minutes or more to run the process. However, what seemed strange to me was that after I fixed the problem and happened to run the merge sproc when the work table was completely empty, it still took almost ten minutes to complete. I immediately looked back at the MERGE statement to see if I had some sort of outer join that meant it would be scanning the target table (which had about 2 million rows in it), then turned on the execution plan output to see what was happening under the hood. Running the stored procedure again took a long time, and the plan output didn't show me much - 55% on the MERGE statement, and 45% on the DELETE statement, and table scans on the work table in both places. I was surprised at the relative cost of the DELETE statement, because there were really 0 rows to delete, but I was expecting to see the table scans. (I was beginning now to suspect that my problem was because the work table was being stored as a heap.) Then I turned on STATS_IO and ran the sproc again. The output was quite interesting.Table 'Worktable'. Scan count 0, logical reads 0, physical reads 0, read-ahead reads 0, lob logical reads 0, lob physical reads 0, lob read-ahead reads 0.Table 'Policy'. Scan count 0, logical reads 0, physical reads 0, read-ahead reads 0, lob logical reads 0, lob physical reads 0, lob read-ahead reads 0.Table 'MergePolicy'. Scan count 1, logical reads 433276, physical reads 60, read-ahead reads 0, lob logical reads 0, lob physical reads 0, lob read-ahead reads 0. I've reproduced the above from memory, the details aren't exact, but the essential bit was the very high number of logical reads on the table stored as a heap. Even just doing a SELECT Count(*) from Integration.MergePolicy incurred that sort of output, even though the result was always 0. I suppose I should research more on the allocation and deallocation of pages to tables stored as a heap, but I haven't, and my original assumption that a table stored as a heap with no rows would only need to read one page to answer any query was definitely proven wrong. It's likely that some sort of physical defragmentation of the table may have cleaned that up, but it seemed that the easiest answer was to put a clustered index on the table. After doing so, the execution plan showed a cluster index scan, and the IO stats showed only a single page read. (I aborted my first attempt at adding a clustered index on the table because it was taking too long - instead I ran TRUNCATE TABLE Integration.MergePolicy first and added the clustered index, both of which took very little time). I suspect I may not have noticed this if I had used TRUNCATE TABLE Integration.MergePolicy instead of DELETE FROM Integration.MergePolicy, since I'm guessing that the truncate operation does some rather quick releasing of pages allocated to the heap table. In the future, I will likely be much more careful to have a clustered index on every table I use, even the working tables. Mike  

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  • Algorithm for waypoint path following?

    - by Thierry Savard Saucier
    I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. I want him to follow a predefined path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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  • Swap partition not recognized (The disk drive with UUID=... is not ready yet or not present)

    - by ladaghini
    I think I had an encrypted swap partition, because I chose to encrypt my home directory during the installation. I believe that's what the line with /dev/mapper/cryptswap1 ... in my /etc/fstab is all about. I did something to bork my swap because on the next boot, I got a message (paraphrased): The disk drive for /dev/mapper/cryptswap1 is not ready yet or not present. Wait to continue. Press S to skip or M to manually recover. (As a side note, pressing S or M seemed to do nothing different from just waiting.) Here's what I've tried: This tutorial on how to fix the swap partition not mounting. However, in the above, the mkswap command fails because the device is busy. So I booted from a live USB, ran GParted to reformat the swap partition (which showed up as an unknown fs type), and chrooted into the broken system to try that tutorial again. I also adjusted /etc/initramfs-tools/conf.d/resume and /etc/fstab to reflect the new UUID generated from formatting the partition as a swap. That still didn't work; instead of /dev/mapper/cryptswap1 not present, "The disk drive with UUID=[swap partition's UUID] is not ready yet or not present..." So I decided to start afresh as though I never had created a swap partition in the first place. From the Live USB, I deleted the swap partition altogether (which, again showed up in GParted as an unknown fs type), removed the swap and cryptswap entries in /etc/fstab as well as removed /etc/initramfs-tools/conf.d/resume and /etc/crypttab. At this point the main system shouldn't be considered broken because there is no swap partition and no instructions to mount one, right? I didn't get any errors during startup. I followed the same instructions to create and encrypt the swap partition, starting with creating a partition for the swap, though I think fdisk said a reboot was necessary to see changes. I was confident the 3rd process above would work, but the problem yet persists. Some relevant info (/dev/sda8 is the swap partition): /etc/fstab file: # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sda6 during installation UUID=4c11e82c-5fe9-49d5-92d9-cdaa6865c991 / ext4 errors=remount-ro 0 1 # /boot was on /dev/sda5 during installation UUID=4031413e-e89f-49a9-b54c-e887286bb15e /boot ext4 defaults 0 2 # /home was on /dev/sda7 during installation UUID=d5bbfc6f-482a-464e-9f26-fd213230ae84 /home ext4 defaults 0 2 # swap was on /dev/sda8 during installation UUID=5da2c720-8787-4332-9317-7d96cf1e9b80 none swap sw 0 0 /dev/mapper/cryptswap1 none swap sw 0 0 output of sudo mount: /dev/sda6 on / type ext4 (rw,errors=remount-ro) proc on /proc type proc (rw,noexec,nosuid,nodev) sysfs on /sys type sysfs (rw,noexec,nosuid,nodev) none on /sys/fs/fuse/connections type fusectl (rw) none on /sys/kernel/debug type debugfs (rw) none on /sys/kernel/security type securityfs (rw) udev on /dev type devtmpfs (rw,mode=0755) devpts on /dev/pts type devpts (rw,noexec,nosuid,gid=5,mode=0620) tmpfs on /run type tmpfs (rw,noexec,nosuid,size=10%,mode=0755) none on /run/lock type tmpfs (rw,noexec,nosuid,nodev,size=5242880) none on /run/shm type tmpfs (rw,nosuid,nodev) /dev/sda5 on /boot type ext4 (rw) /dev/sda7 on /home type ext4 (rw) /home/undisclosed/.Private on /home/undisclosed type ecryptfs (ecryptfs_check_dev_ruid,ecryptfs_cipher=aes,ecryptfs_key_bytes=16,ecryptfs_unlink_sigs,ecryptfs_sig=cbae1771abd34009,ecryptfs_fnek_sig=7cefe2f59aab8e58) gvfs-fuse-daemon on /home/undisclosed/.gvfs type fuse.gvfs-fuse-daemon (rw,nosuid,nodev,user=undisclosed) output of sudo blkid (note that /dev/sda8 is missing): /dev/sda1: LABEL="SYSTEM" UUID="960490E80490CC9D" TYPE="ntfs" /dev/sda2: UUID="D4043140043126C0" TYPE="ntfs" /dev/sda3: LABEL="Shared" UUID="80F613E1F613D5EE" TYPE="ntfs" /dev/sda5: UUID="4031413e-e89f-49a9-b54c-e887286bb15e" TYPE="ext4" /dev/sda6: UUID="4c11e82c-5fe9-49d5-92d9-cdaa6865c991" TYPE="ext4" /dev/sda7: UUID="d5bbfc6f-482a-464e-9f26-fd213230ae84" TYPE="ext4" /dev/mapper/cryptswap1: UUID="41fa147a-3e2c-4e61-b29b-3f240fffbba0" TYPE="swap" output of sudo fdisk -l: Disk /dev/mapper/cryptswap1 doesn't contain a valid partition table Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xdec3fed2 Device Boot Start End Blocks Id System /dev/sda1 * 2048 409599 203776 7 HPFS/NTFS/exFAT /dev/sda2 409600 210135039 104862720 7 HPFS/NTFS/exFAT /dev/sda3 210135040 415422463 102643712 7 HPFS/NTFS/exFAT /dev/sda4 415424510 625141759 104858625 5 Extended /dev/sda5 415424512 415922175 248832 83 Linux /dev/sda6 415924224 515921919 49998848 83 Linux /dev/sda7 515923968 621389823 52732928 83 Linux /dev/sda8 621391872 625141759 1874944 82 Linux swap / Solaris Disk /dev/mapper/cryptswap1: 1919 MB, 1919942656 bytes 255 heads, 63 sectors/track, 233 cylinders, total 3749888 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xaf5321b5 /etc/initramfs-tools/conf.d/resume file: RESUME=UUID=5da2c720-8787-4332-9317-7d96cf1e9b80 /etc/crypttab file: cryptswap1 /dev/sda8 /dev/urandom swap,cipher=aes-cbc-essiv:sha256 output of sudo swapon -as: Filename Type Size Used Priority /dev/mapper/cryptswap1 partition 1874940 0 -1 output of sudo free -m: total used free shared buffers cached Mem: 1476 1296 179 0 35 671 -/+ buffers/cache: 590 886 Swap: 1830 0 1830 So, how can this be fixed?

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  • How do I simplify terrain with tunnels or overhangs?

    - by KKlouzal
    I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but what about terrain with overhangs or tunnels? How should I represent such a mesh in a quadtree? After the initial generation, each mesh is roughly 130,000 polygons and about 300 of these meshes are lined up to create the surface of a planetary body. A fully generated planet is upwards of 10,000,000 polygons before applying any culling to the individual meshes. Therefore, this second optimization is vital for the project. The rest of my confusion focuses around my inexperience with vertex data: How do I properly loop through the vertex data to group them into specific quads? How do I conclude from vertex data what a quad's maximum size should be? How many quads should the quadtree include?

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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  • Memento with optional state?

    - by Korey Hinton
    EDIT: As pointed out by Steve Evers and pdr, I am not correctly implementing the Memento pattern, my design is actually State pattern. Menu Program I built a console-based menu program with multiple levels that selects a particular test to run. Each level more precisely describes the operation. At any level you can type back to go back one level (memento). Level 1: Server Type? [1] Server A [2] Server B Level 2: Server environment? [1] test [2] production Level 3: Test type? [1] load [2] unit Level 4: Data Collection? [1] Legal docs [2] Corporate docs Level 4.5 (optional): Load Test Type [2] Multi TIF [2] Single PDF Level 5: Command Type? [1] Move [2] Copy [3] Remove [4] Custom Level 6: Enter a keyword [setup, cleanup, run] Design States PROBLEM: Right now the STATES enum is the determining factor as to what state is BACK and what state is NEXT yet it knows nothing about what the current memento state is. Has anyone experienced a similar issue and found an effective way to handle mementos with optional state? static enum STATES { SERVER, ENVIRONMENT, TEST_TYPE, COLLECTION, COMMAND_TYPE, KEYWORD, FINISHED } Possible Solution (Not-flexible) In reference to my code below, every case statement in the Menu class could check the state of currentMemo and then set the STATE (enum) accordingly to pass to the Builder. However, this doesn't seem flexible very flexible to change and I'm struggling to see an effective way refactor the design. class Menu extends StateConscious { private State state; private Scanner reader; private ServerUtils utility; Menu() { state = new State(); reader = new Scanner(System.in); utility = new ServerUtils(); } // Recurring menu logic public void startPromptingLoop() { List<State> states = new ArrayList<>(); states.add(new State()); boolean redoInput = false; boolean userIsDone = false; while (true) { // get Memento from last loop Memento currentMemento = states.get(states.size() - 1) .saveMemento(); if (currentMemento == null) currentMemento = new Memento.Builder(0).build(); if (!redoInput) System.out.println(currentMemento.prompt); redoInput = false; // prepare Memento for next loop Memento nextMemento = null; STATES state = STATES.values()[states.size() - 1]; // get user input String selection = reader.nextLine(); switch (selection) { case "exit": reader.close(); return; // only escape case "quit": nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); states.clear(); break; case "back": nextMemento = new Memento.Builder(previous(state), currentMemento, selection).build(); if (states.size() <= 1) { states.remove(0); } else { states.remove(states.size() - 1); states.remove(states.size() - 1); } break; case "1": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "2": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "3": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "4": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; default: if (state.equals(STATES.CATEGORY)) { String command = selection; System.out.println("Executing " + command + " command on: " + currentMemento.type + " " + currentMemento.environment); utility.executeCommand(currentMemento.nickname, command); userIsDone = true; states.clear(); nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); } else if (state.equals(STATES.KEYWORD)) { nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); states.clear(); nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); } else { redoInput = true; System.out.println("give it another try"); continue; } break; } if (userIsDone) { // start the recurring menu over from the beginning for (int i = 0; i < states.size(); i++) { if (i != 0) { states.remove(i); // remove all except first } } reader = new Scanner(System.in); this.state = new State(); userIsDone = false; } if (!redoInput) { this.state.restoreMemento(nextMemento); states.add(this.state); } } } }

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  • Emailing Interviewer after interview regarding technical solution

    - by Raghav Shankar
    I had an interview yesterday where I was given a programming problem and I was asked to figure the optimal solution for it. I gave a solution that worked in linear time, but used 2 loops (not inner loops). At the end of the interview, the interviewer saw I was interested in solving the problem, so he said the optimal solution uses only one loop and has linear complexity and at the end of the interview I had asked for his card and he gave one to me. I think I might have figured out a solution and I was wondering if it's alright to email the recruiter thanking him for his time and also mentioning about the solution I had figured out?

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  • Buddypress with bbpress: Showing latest topics on front page

    - by MadsMadsDk
    I'm doing a wordpress solution with BuddyPress and bbPress, where I need to display the five newest topics on the homepage, as if it was blog-entries, but it seems kind of hard to accomplish. I'm figuring I gotta do something with the activity stream, but it seems like the stream is based on the user who is currently logged in, which is not what I want. So what should I do? Use a nifty plugin that does the trick (maybe someone knows a plugin I don't know of, as I've already tried the bbPress Latest Discussion plugin) Hardcode a forum-activity loop into the page-template file, using the is_front_page() function? Is there a forum-activity hook, that display the latest forum topics sitewide? Thanks in advance

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  • The Infinite Jukebox Creates Seamless Loops from Your Favorite Songs

    - by Jason Fitzpatrick
    Why limit yourself to simply listening to a song on repeat when The Infinite Jukebox can use algorithms to turn your song into a seamless and never ending tune? Unlike simply looping a song from the start to the end over and over, The Infinite Jukebox analyzes the song and looks for spots where it can seamlessly transition from one point in the song to a previous point to create a sense of never-ending music. Some songs worked better than others in our testing–Superstition by Stevie Wonder, for example, worked flawlessly but Gangnam Style by Psy got stuck in a short loop that sounded unnatural. Hit up the link below to play with already uploaded MP3s or upload your own to take it for a spin. The Infinite Jukebox How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Better way to do AI Behavior in AS3/Flixel

    - by joon
    I'm making a game in Flixel and I need to program an NPC. It's rapidly turning more complex than I expected. I was wondering if there are any best practices, tutorials or examples that you can refer me to, to see how this is done. I can probably hack it together, which is what I always do, but it would be nice if I can make it maintanable and can add stuff later on. Here's screenshot to give you an idea: The butler will be an NPC that will follow you, or guide you, and talk to you the whole time. EDIT: More specifically: What I have now is a long list of IF statements in the update loop of the butler (about 8 different cases), and all I have covered is his walking behavior. I want him to comment on things and sometimes switch his main behavior to be more aggresive or distant,... Is there any way to keep track of this, or is complex code with many many nested if statements the way to go?

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