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  • Legality of similar games

    - by Jamie Taylor
    This is my first question on GD.SE, and I hope it's in the right place. A little background: I'm an amateur (read: not explicitly employed to develop games, but am employed as a software developer) game developer and took a ComSci with Games Development degree. My Question: What is the legal situation/standpoint of creating a copycat title? I know that there are only N number of ways of solving a problem, and N number of ways to design a piece of software. Say that an independent developer designed a copycat game (a Tetris clone in this example) for instance, and decided to use that game to generate income for themselves as well as interest for their other products. Say the developer adds a disclaimer into the software along the lines of "based on , originally released c. by ." Are there any legal problems/grey areas with the developer in this example releasing this game, commercially? Would they run into legal problems? Should the developer in this example expect cease and desist orders or law suit claims from original publishers? Have original publishers been known to, effectively, kill independent projects because they are a little too close to older titles? I know that there was, at least, one attempt by a group of independent developers to remake Sonic the Hedgehog 2 and Sega shut them down. I also know of Sega shutting down development of the independent Streets of Rage Remake. I know that "but it's an old game, your honour," isn't a great legal standpoint when it comes to defending yourself. But, could an independent developer have a law suit filed against them for re-implementing an older title in a new way? I know that there are a lot of copycat versions of the older titles like Tetris available on app stores (and similar services), and that it would be very difficult for a major publisher to shut them all down. Regardless of this, is making a Tetris (or other game) copycat/clone illegal? We were taught lots of different things at University, but we never covered copyright law. I'm presuming that their thought behind it was "IF these students get jobs in games development, they wont need to know anything about the legal side of it, because their employers will have legal departments... presumably" tl;dr Is it illegal to create a clone or copycat of an old title, and make money from it?

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  • Certification Notes: 70-583 Designing and Developing Windows Azure Applications

    - by BuckWoody
    Last Updated: 02/01/2011 It’s time for another certification, and we’ve just release the 70-583 exam on Windows Azure. I’ve blogged my “study plans” here before on other certifications, so I thought I would do the same for this one. I’ll also need to take exam 70-513 and 70-516; but I’ll post my notes on those separately. None of these are “brain dumps” or any questions from the actual tests - just the books, links and notes I have from my studies. I’ll update these references as I’m studying, so bookmark this site and watch my Twitter and Facebook posts for when I’ll update them, or just subscribe to the RSS feed. A “Green” color on the check-block means I’ve done that part so far, red means I haven’t. First, I need to refresh my memory on some basic coding, so along with the Azure-specific information I’m reading the following general programming books: Introducing Microsoft .NET (Pro-Developer): link   Head First C#, 2E: A Learner's Guide to Real-World Programming with Visual C# and .NET: link Microsoft Visual C# 2008 Step by Step: link  c The first place to start is at the official site for the certification. link c On that page you’ll find several resources, and the first you should follow is the “Save to my learning” so you have a place to track everything. Then click the “Related Learning Plans” link and follow the videos and read the documentation in each of those bullets. There are six areas on the learning plan that you should focus on - make sure you open the learning plan to drill into the specifics. c Designing Data Storage Architecture (18%) Books I’m Reading: Links: My Notes: c Optimizing Data Access and Messaging (17%) Books I’m Reading: Links: My Notes: c Designing the Application Architecture (19%) Books I’m Reading: Applied Architecture Patterns on the Microsoft Platform: link Links: My Notes: c Preparing for Application and Service Deployment (15%) Books I’m Reading: Links: My Notes: c Investigating and Analyzing Applications (16%) Books I’m Reading: Links: My Notes: c Designing Integrated Solutions (15%) Books I’m Reading: Applied Architecture Patterns on the Microsoft Platform (2nd mention) Links: My Notes:

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  • cocos2d-x simple shader usage [on hold]

    - by Narek
    I want to obtain color ramp effect from this tutorial: http://www.raywenderlich.com/10862/how-to-create-cool-effects-with-custom-shaders-in-opengl-es-2-0-and-cocos2d-2-x Here is my code in cocos2d-x 3: bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Vec2 origin = Director::getInstance()->getVisibleOrigin(); sprite = Sprite::create("HelloWorld.png"); sprite->setAnchorPoint(Vec2(0, 0)); sprite->setRotation(3); sprite->setPosition(origin); addChild(sprite); std::string str = FileUtils::getInstance()->getStringFromFile("CSEColorRamp.fsh"); const GLchar * fragmentSource = str.c_str(); GLProgram* p = GLProgram::createWithByteArrays(ccPositionTextureA8Color_vert, fragmentSource); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD); p->link(); p->updateUniforms(); sprite->setGLProgram(p); // 3 colorRampUniformLocation = glGetUniformLocation(sprite->getGLProgram()->getProgram(), "u_colorRampTexture"); glUniform1i(colorRampUniformLocation, 1); // 4 colorRampTexture = Director::getInstance()->getTextureCache()->addImage("colorRamp.png"); colorRampTexture->setAliasTexParameters(); // 5 sprite->getGLProgram()->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, colorRampTexture->getName()); glActiveTexture(GL_TEXTURE0); return true; } And here is the fragment shader as it is in the tutorial: #ifdef GL_ES precision mediump float; #endif // 1 varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; void main() { // 2 vec3 normalColor = texture2D(u_texture, v_texCoord).rgb; // 3 float rampedR = texture2D(u_colorRampTexture, vec2(normalColor.r, 0)).r; float rampedG = texture2D(u_colorRampTexture, vec2(normalColor.g, 0)).g; float rampedB = texture2D(u_colorRampTexture, vec2(normalColor.b, 0)).b; // 4 gl_FragColor = vec4(rampedR, rampedG, rampedB, 1); } As a result I get a black screen with 2 draw calls. What is wrong? Do I miss something?

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

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  • Access Offline or Overloaded Webpages in Firefox

    - by Asian Angel
    What do you do when you really want to access a webpage only to find that it is either offline or overloaded from too much traffic? You can get access to the most recent cached version using the Resurrect Pages extension for Firefox. The Problem If you have ever encountered a website that has become overloaded and unavailable due to sudden popularity (i.e. Slashdot, Digg, etc.) then this is the result. No satisfaction to be had here… Resurrect Pages in Action Once you have installed the extension you can add the Toolbar Button if desired…it will give you the easiest access to Resurrect Pages. Or you can wait for a problem to occur when trying to access a particular website and have it appear as shown here. As you can see there is a very nice selection of cache services to choose from, therefore increasing your odds of accessing a copy of that webpage. If you would prefer to have the access attempt open in a new tab or window then you should definitely use the Toolbar Button. Clicking on the Toolbar Button will give you access to the popup window shown here…otherwise the access attempt will happen in the current tab. Here is the result for the website that we wanted to view using the Google Listing. Followed by the Google (text only) Listing. The results with the different services will depend on how recently the webpage was published/set up. View Older Versions of Currently Accessible Websites Just for fun we decided to try the extension out on the How-To Geek website to view an older version of the homepage. Using the Toolbar Button and clicking on The Internet Archive brought up the following page…we decided to try the Nov. 28, 2006 listing. As you can see things have really changed between 2006 and now…Resurrect Pages can be very useful for anyone who is interested in how websites across the web have grown and changed over the years. Conclusion If you encounter a webpage that is offline or overloaded by sudden popularity then the Resurrect Pages extension can help you get access to the information that you need using a cached version. Links Download the Resurrect Pages extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Remove Colors and Background Images in WebpagesGet Last Accessed File Time In Ubuntu LinuxCustomize the Reading Format for Webpages in FirefoxGet Access to 100+ URL Shortening Services in FirefoxAccess Cached Versions of Webpages When a Website is Down TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips VMware Workstation 7 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Enable or Disable the Task Manager Using TaskMgrED Explorer++ is a Worthy Windows Explorer Alternative Error Goblin Explains Windows Error Codes Twelve must-have Google Chrome plugins Cool Looking Skins for Windows Media Player 12 Move the Mouse Pointer With Your Face Movement Using eViacam

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  • How to handle this unfortunately non hypothetical situation with end-users?

    - by User Smith
    I work in a medium sized company but with a very small IT force. Last year (2011), I wrote an application that is very popular with a large group of end-users. We hit a deadline at the end of last year and some functionality (I will call funcA from now on) was not added into the application that was wanted at the very end. So, this application has been running in live/production since the end of 2011, I might add without issue. Yesterday, a whole group of end-users started complaining that funcA that was never in the application is no longer working. Our priority at this company is that if an application is broken it must be fixed first prior to prioritized projects. I have compared code and queries and there is no difference since 2011, which is proofA. I then was able to get one of the end-users to admit that it never worked proofB, but since then that end-user has went back and said that it was working previously......I believe the horde of end-users has assimilated her. I have also reviewed my notes for this project which has requirements and daily updates regarding the project which specifically states, "funcA not achieved due to time constraints", proofC. I have spoken with many of them and I can see where they could be confused as they are very far from a programming background, but I also know they are intelligent enough to act in a group in order to bypass project prioritization orders in order to get functionality that they want to make their job easier. The worst part is is that now group think is setting in and my boss and the head of IT is actually starting to believe them, even though there is no code or query changes. As far as reviewing the state of the logic it is very cut and dry to the point of if 1 = 1, funcA will not work. So, this is the end of the description of my scenario, but I am trying not to get severally dinged on my performance metrics due to this which would essentially have me moved to fixing a production problem that doesn't exist that will probably take over 1 month. I am looking for direct answers to this question. This question is not for rants, polling, or discussions as this is not the format for StackExchange. Please don't downvote me too terribly it is pretty common on this specific site of stack, I am looking for honest answers to this situation and I couldn't find a forum more appropriate.

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  • Expanding Influence and Community

    - by Johnm
    When I was just nine years of age my father introduced me to the computer. It was a Radio Shack TRS-80 Color Computer (aka: CoCo). He shared with me the nuances of writing BASIC and it wasn't long before I was in the back seat of the school bus scribbling, on a pad of paper, the code I would later type. My father demonstrated that while my friends were playing their Atari 2600 consoles, I had the unique opportunity to create my own games on the Coco. One of which provided a great friend of mine hours and hours of hilarity and entertainment. It wasn't long before my father was inviting me to tag along as he drove to the local high school where a gathering of fellow Coco enthusiasts assembled. In these meetings all in attendance would chat about their latest challenges and solutions. They would swap the labors of their sleepless nights eagerly gazing into their green and black screens. Friendships were built and business partners were developed. While these experiences at the time in my pre-teen mind were chalked up to simply sharing time with my father, it had a tremendous impact on me later in life. This past weekend I attended the Louisville SQL Saturday (#45). It was great to see that there were some who brought along their children. It is encouraging to see fresh faces in the crowd at our  monthly IndyPASS meetings. Each time I see the youthful eyes peering from the audience while the finer details of SQL Server is presented, I cannot help but to be transported back to the experiences that I enjoyed in those Coco days. It is exciting to think of how these experiences are impacting their lives and stimulating their minds. Some of these children have actually approached me asking questions about what was presented or simply bragging about their latest discovery in programming. One of the topics that arose in the "Women in Technology" session in Louisville, which was masterfully facilitated by Kathi Kellenberger, was exploring how we could ignite the spark of interest in databases among the youth. It was awesome to hear that there were some that volunteer their time to share their experiences with students. It made me wonder what user groups could achieve if we were to consider expanding our influence and community beyond our immediate peers to include those who are simply enjoying their time with their father or mother.

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  • Paranoid management, contractor checking work [closed]

    - by user833345
    Just wanted to get some opinions and experiences on an issue I'm having at work. First, a little background. I've been working at a company for some time (past any probation periods) and rewriting a horrendous system. No tests, incomplete and broken functionality everywhere, enough copypasta to feed a small village, redundant code, more unused SQL tables than used ones and terrible performance. I've never seen such bad code, pretty much all of it is worthy of being posted on TheDailyWTF. The company has been operating for a number of years and have had a string of bad developers working on this system. I made a call on rewriting instead of refactoring since I judged it to be less work overall and decided that the result will address the requirements more appropriately, since the central requirement is to have a future-proof system for the next decade with plenty of room to scale up. Refactoring would have entailed untangling a huge ball of yarn and at the same time integrating it with a proper foundation or building a foundation from scratch. I've introduced the latest spiffy framework, unit & functional testing, CI, a bug tracker and agile workflow to the environment. I've fixed most of the performance issues of the old system (there were no indexes on any of the tables, for example). I've created an automated deployment process for the old system. The CTO has been maintaining the old system while I have been building the new one and he has been advising management that everything is being done as per best practices. However, management is hiring a contractor to come in and verify my work. In my experience, this is unprecedented. I can understand their reasoning to an extent, since they've had bad luck in the past, but can't help but feel somewhat offended at the fact that they distrust two senior developers who have been working with them for some time enough that a third party is being brought in. And it's not just me who is under watch - people's emails are constantly checked, someone had a remote desktop application installed on their computer of which I was asked to check the usage logs to try to determine if they were stealing sensitive data and there are CCTV cameras in one of the rooms. It's the first time I've decided to disable my Skype history at work. Am I right to feel indignant here? Has anyone else ever encountered such a situation? If so, how did it work out in the end? Was it worth sticking around? Should I just find another job?

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  • Running Built-In Test Simulator with SOA Suite Healthcare 11g in PS4 and PS5

    - by Shub Lahiri, A-Team
    Background SOA Suite for Healthcare Integration pack comes with a pre-installed simulator that can be used as an external endpoint to generate inbound and outbound HL7 traffic on specified MLLP ports. This is a command-line utility that can be very handy when trying to build a complete end-to-end demo within a standalone, closed environment. The ant-based utility accepts the name of a configuration file as the command-line input argument. The format of this configuration file has changed between PS4 and PS5. In PS4, the configuration file was XML based and in PS5, it is name-value property based. The rest of this note highlights these differences and provides samples that can be used to run the first scenario from the product samples set. PS4 - Configuration File The sample configuration file for PS4 is shown below. The configuration file contains information about the following items: Directory for incoming and outgoing files for the host running SOA Suite Healthcare Polling Interval for the directory External Endpoint Logical Names External Endpoint Server Host Name and Ports Message throughput to be simulated for generating outbound messages Documents to be handled by different endpoints A copy of this file can be downloaded from here. PS5 - Configuration File The corresponding sample configuration file for PS5 is shown below. The configuration file contains similar information about the sample scenario but is not in XML format. It has name-value pairs specified in the form of a properties file. This sample file can be downloaded from here. Simulator Configuration Before running the simulator, the environment has to be set by defining the proper ANT_HOME and JAVA_HOME. The following extract is taken from a working sample shell script to set the environment: Also, as a part of setting the environment, template jndi.properties and logging.properties can be generated by using the following ant command: ant -f ant-b2bsimulator-util.xml b2bsimulator-prop Sample jndi.properties and logging.properties are shown below and can be modified, as needed. The jndi.properties contains information about connectivity to the local Weblogic Managed Server instance and the logging.properties file controls the amount of logging that can be generated from the running simulator process. Simulator Usage - Start and Stop The command syntax to launch the simulator via ant is the same in PS4 and PS5. Only the appropriate configuration file has to be supplied as the command-line argument, for example: ant -f ant-b2bsimulator-util.xml b2bsimulatorstart -Dargs="simulator1.hl7-config.xml" This will start the simulator and will keep running to provide an active external endpoint for SOA Healthcare Integration engine. To stop the simulator, a similar ant command can be used, for example: ant -f ant-b2bsimulator-util.xml b2bsimulatorstop

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  • What are the differences between abstract classes, interfaces, and when to use them

    - by user66662
    Recently I have started to wrap my head around OOP, and I am now to the point where the more I read about the differences between Abstract classes and Interfaces the more confused I become. So far, neither can be instantiated. Interfaces are more or less structural blueprints that determine the skeleton and abstracts are different by being able to partially develop code. I would like to learn more about these through my specific situation. Here is a link to my first question if you would like a little more background information: What is a good design model for my new class? Here are two classes I created: class Ad { $title; $description $price; function get_data($website){ } function validate_price(){ } } class calendar_event { $title; $description $start_date; function get_data($website){ //guts } function validate_dates(){ //guts } } So, as you can see these classes are almost identical. Not shown here, but there are other functions, like get_zip(), save_to_database() that are common across my classes. I have also added other classes Cars and Pets which have all the common methods and of course properties specific to those objects (mileage, weight, for example). Now I have violated the DRY principle and I am managing and changing the same code across multiple files. I intend on having more classes like boats, horses, or whatever. So is this where I would use an interface or abstract class? From what I understand about abstract classes I would use a super class as a template with all of the common elements built into the abstract class, and then add only the items specifically needed in future classes. For example: abstract class content { $title; $description function get_data($website){ } function common_function2() { } function common_function3() { } } class calendar_event extends content { $start_date; function validate_dates(){ } } Or would I use an interface and, because these are so similar, create a structure that each of the subclasses are forced to use for integrity reasons, and leave it up to the end developer who fleshes out that class to be responsible for each of the details of even the common functions. my thinking there is that some 'common' functions may need to be tweaked in the future for the needs of their specific class. Despite all that above, if you believe I am misunderstanding the what and why of abstracts and interfaces altogether, by all means let a valid answer to be stop thinking in this direction and suggest the proper way to move forward! Thanks!

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  • How can I diagnose/debug "maximum number of clients reached" X errors?

    - by jmtd
    Hi, I'm hitting a problem whereby X prevents processes from creating windows, uttering something like the following into ~/.xsession-errors: cannot open display: :0.0 Maximum number of clients reached Searching around there are lots of examples of people facing this problem, and sometimes people identify which program they are running is using up all the client slots. See e.g. LP 70872 (Firefox), LP 263211 (gnome-screensaver). For what it's worth, I run gnome-terminal, thunderbird, chromium-browser, empathy, tomboy and virtualbox nearly all the time, on top of the normal stuff you get with the GNOME desktop, and occasionally some other bits and pieces. However my question is not "which of my programs is causing this problem" but rather, how can one go about diagnosing this problem? In the above (and other) bugs, forum reports, etc., a number of tools are suggested: xlsclients - lists the client applications for the given display, but I don't think that corresponds to 'X clients' xrestop - a top-style X resources tool, one row per X client. Lots of '' clients, not shown in xlsclients output xwininfo -root -children lists X window objects From what I can gather, the problem might not be too many clients at all, but rather resources kept around in the X server for clients who have long-since detached. But it would also appear that you cannot (easily?) relate X resources back to their client. Can one effectively diagnose this issue once it has started to occur, or is a tedious divide-and-conquer approach for the apps I run the only approach open to me? Update Jan 2011: I think I have resolved this issue. For the benefit of anyone stumbling across this, nautilus and/or compiz or something in that chain of software was segfaulting due to a wallpaper I had. I had chosen an XML file as my wallpaper, which defined a rotating gallery of images. It was hand-made, but based on /usr/share/backgrounds/contest/background-1.xml or similar. Disabling the wallpaper and I have not had a crash since. I'm not marking this as answered yet, since the actual specific problem was not my question, but how to diagnose it was. Unfortunately this was mostly trial-and-error which sucks.

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  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

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  • Image first loaded, then it isn't? (XNA)

    - by M0rgenstern
    I am very confused at the Moment. I have the following Class: (Just a part of the class): public class GUIWindow { #region Static Fields //The standard image for windows. public static IngameImage StandardBackgroundImage; #endregion } IngameImage is just one of my own classes, but actually it contains a Texture2D (and some other things). In another class I load a list of GUIButtons by deserializing a XML file. public static GUI Initializazion(string pXMLPath, ContentManager pConMan) { GUI myGUI = pConMan.Load<GUI>(pXMLPath); GUIWindow.StandardBackgroundImage = new IngameImage(pConMan.Load<Texture2D>(myGUI.WindowStandardBackgroundImagePath), Vector2.Zero, 1024, 600, 1, 0, Color.White, 1.0f, true, false, false); System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); myGUI.Windows = pConMan.Load<List<GUIWindow>>(myGUI.GUIFormatXMLPath); System.Console.WriteLine("Windows loaded"); return myGUI; } Here this line: System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Prints "true". To load the GUIWindows I need an "empty" constructor, which looks like that: public GUIWindow() { Name = ""; Buttons = new List<Button>(); ImagePath = ""; System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); //Image = new IngameImage(StandardBackgroundImage); //System.Console.WriteLine( //Image.IsActive = false; SelectedButton = null; IsActive = false; } As you can see, I commented lines out in the constructor. Because: Otherwise this would crash. Here the line System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Doesn't print anything, it just crashes with the following errormessage: Building content threw NullReferenceException: Object reference not set to an object instance. Why does this happen? Before the program wants to load the List, it prints "true". But in the constructor, so in the loading of the list it prints "false". Can anybody please tell me why this happens and how to fix it?

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  • Mutable Records in F#

    - by MarkPearl
    I’m loving my expert F# book – today I thought I would give a post on using mutable records as covered in Chapter 4 of Expert F#. So as they explain the simplest mutable data structures in F# are mutable records. The whole concept of things by default being immutable is a new one for me from my C# background. Anyhow… lets look at some C# code first. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace MutableRecords { public class DiscreteEventCounter { public int Total { get; set; } public int Positive { get; set; } public string Name { get; private set; } public DiscreteEventCounter(string name) { Name = name; } } class Program { private static void recordEvent(DiscreteEventCounter s, bool isPositive) { s.Total += 1; if (isPositive) s.Positive += 1; } private static void reportStatus (DiscreteEventCounter s) { Console.WriteLine("We have {0} {1} out of {2}", s.Positive, s.Name, s.Total); } static void Main(string[] args) { var longCounter = new DiscreteEventCounter("My Discrete Counter"); recordEvent(longCounter, true); recordEvent(longCounter, true); reportStatus(longCounter); Console.ReadLine(); } } } Quite simple, we have a class that has a few values. We instantiate an instance of the class and perform increments etc on the instance. Now lets look at an equivalent F# sample. namespace EncapsulationNS module Module1 = open System type DiscreteEventCounter = { mutable Total : int mutable Positive : int Name : string } let recordEvent (s: DiscreteEventCounter) isPositive = s.Total <- s.Total+1 if isPositive then s.Positive <- s.Positive+1 let reportStatus (s: DiscreteEventCounter) = printfn "We have %d %s out of %d" s.Positive s.Name s.Total let newCounter nm = { Total = 0; Positive = 0; Name = nm } // // Using it... // let longCounter = newCounter "My Discrete Counter" recordEvent longCounter (true) recordEvent longCounter (true) reportStatus longCounter System.Console.ReadLine() Notice in the type declaration of the DiscreteEventCounter we had to explicitly declare that the total and positive value holders were mutable. And that’s it – a very simple example of mutable types.

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  • Chrome trims the last <li> element in a row [closed]

    - by Paul
    Ok guys, I give up. Here's the code I'm struggling with: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html;charset=utf-8" /> <title>Blah</title> <style type="text/css"> #container { margin: 0 auto; width: 350px; border: 1px solid #ccc; } ul { list-style-type: none; margin: 0; padding: 0; text-align: center; } ul li { display: inline; padding: 5px; margin: 0 1px; background-color: lime; line-height: 2em; /* border: 1px solid red; */ } </style> </head> <body> <div id="container"> <ul> <li>Element A</li> <li>Element B</li> <li>Element C</li> <li>Element D</li> <li>Element E</li> <li>Element F</li> </ul> </div> </body> </html> Why the heck does Chrome trim the right side of "Element D" (even though there is enough space to display whole item), while Firefox and even Internet Explorer render this code properly? It becomes more visible when we apply the commented border. In other words, is there a way to tell the browser that I want every single <li> element to be autonomic, and thus to move it to the next row if it doesn't fit entirely in the previous one? Can't wait to see the solution, thanks in advance.

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  • Best way to remote restart Ubuntu from Windows machine

    - by robsoft
    Background: I'm looking to put a series of Ubuntu machines into retail locations, they're being used as dumb kiosks to show a series of slides onto large LCD panel TV screens. Once installed, they won't have a keyboard or mouse connected but will have a fixed IP on the local network. Everything is configured to auto-start, no automatic updates, no power saving etc - I think we're pretty-much good to go apart from one thing. I need the retail staff to be able to restart the boxes if a problem arises. We have VNC running (now that we've turned off desktop enhancements!) so that we can remotely get into the machines if we need to, but that's not something we would allow the retail staff to do. The machines are going to be physically 'out of the way' (probably in the ceiling space) so the power button is not easily accessible!. I'd like to have some means of allowing the retail staff to restart the Ubuntu machine, from the desktop of one of their Windows terminals. I don't really want to give them some kind of raw terminal access (the command line will frighten them!) and I don't want them to use VNC (as stated above). Ideally there would be an icon on the Windows desktop, they double-click it, reply to a simple 'are you sure?' prompt, and then the Ubuntu box is told to restart. The Windows side of that won't be a problem, we can write something using Delphi, Python & Qt4, whatever - it's the Ubuntu side of it I'm stuck with. Out of sight/view, could I have a Windows program open a terminal across the network and tell Ubuntu to restart? Is this what SSH could be used for (I have never set that kind of thing up). The Windows programming side isn't really an issue, it's just that I'm a total Ubuntu noob and don't know where to start from the platform point of view. The other thing we considered is also having the machine automatically restart itself at a set time each day (obviously out of store hours!). To me, that seems a bit unnecessary (though forcing a restart once a week/month might be worthwhile). Any thoughts or suggestions? Being able to restart the box on demand across the network is my prime requirement.

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • career planning advice [closed]

    - by JDB
    Possible Duplicate: Are certifications worth it? I am at the point in my career where people start to veer off into either management-type roles or they focus on solidifying their technical skills to stay in the development game for the long-haul. Here's my story: I've got a degree in economics, an MA in Political Science and an MBA in Finance and Management. In addition, I've done coursework in advanced math and software development (although no degree in math or software). All-in-all, I've got 13 years of post-secondary education under my belt. I, however, currently work as a software developer using C# for desktop, Silverlight, Flex and javascript for web, and objective c for mobile. I've been in software development for the past 3.3 years, and it seems like it comes pretty easy to me. I work in a field called "geospatial information systems," which just involves customization and manipulation of geospatial data. Right now I am looking at one of several certifications. Given this background, which of these certifications has the highest ceiling? CFA PMP various development/technological certifications from Microsoft, etc. Other? My academic and work experience are all heavy on the analytical/development side, esp. so given the MBA and the B.S. in Econ. The political science degree was really a lot of stats. So it seems that I would be good pursuing more of the CFA/analytical role. This is a difficult path, however, because I have no work experience in the financial sector, and the developers in finance are all "quants," which again, I am OK with, but I haven't done much statistical modeling in the past 3.3 years. The PMP would require knowledge of best practices as it pertains explicitly to software development. I also don't enjoy a lot of business travel, a common theme for most PMP jobs I've seen. If certifications is the route, which would you recommend? Anything else? I've thought about going back to try to knock out a B.S. in C.S., but I wasn't sure how long that would take, or what would be involved. Thoughts or recommendations? Thanks in advance! I turn 32 this weekend, which is what has forced me to think about these issues.

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  • Criteria for selecting timeout value?

    - by stijn
    Situation: a piece of software reads frames of data from a file in a seperate thread and puts it on a queue, emptied by another thread. That second thread periodically checks on the queue and fails rather gracefully, by showing an error message stating the read timed out, if no data is available within a certain amount of time. Initially this timeout was set to 200mSec. There was no real reasoning behind that constant though, but it worked fine. We measured on a couple of machines and for large data frames, larger than what would be used by customers, a read took like 20mSec whith no other load on the machine. However one customer now gets timeout errors now and then (on the second try all is fine, probably the file is in cache or the virus scanner leaves it alone). The programmers are like 'well, yeah, but that customer's machine is full of cruft, virus scanners, tons of unneeded background processes etc'. Of course the customer is like 'hey this should just work, shouldn't it'? While the programers have a point, since the software is heavy enough to validate the need for a dedicated machine, that does not make the customer happy. Increasing the timeout to 2 seconds, for example, solves the problem. But I'd like to make a proper decision now instead of just randomly pick some magic constant that is probably ok in 99% of cases. What criteria should be used for that? We could just pick a large number, but that feels wrong. (and then we end up with a program that has the horrible bahaviour of hanging when trying to read from a disconnected drive for instance, whereas we'd rather make it show an error right away). Or we could make the timeout value a user setting, but then we need to ducument it clearly and even then not all customers are tech savy enough to really understand what it does. Or we could try and wait until another customer reports timeouts and increase the value again. And again. Until we find something ok for 99.99% of the cases.. Any good practice for this type of situation?

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  • NHibernate Session Load vs Get when using Table per Hierarchy. Always use ISession.Get&lt;T&gt; for TPH to work.

    - by Rohit Gupta
    Originally posted on: http://geekswithblogs.net/rgupta/archive/2014/06/01/nhibernate-session-load-vs-get-when-using-table-per-hierarchy.aspxNHibernate ISession has two methods on it : Load and Get. Load allows the entity to be loaded lazily, meaning the actual call to the database is made only when properties on the entity being loaded is first accessed. Additionally, if the entity has already been loaded into NHibernate Cache, then the entity is loaded directly from the cache instead of querying the underlying database. ISession.Get<T> instead makes the call to the database, every time it is invoked. With this background, it is obvious that we would prefer ISession.Load<T> over ISession.Get<T> most of the times for performance reasons to avoid making the expensive call to the database. let us consider the impact of using ISession.Load<T> when we are using the Table per Hierarchy implementation of NHibernate. Thus we have base class/ table Animal, there is a derived class named Snake with the Discriminator column being Type which in this case is “Snake”. If we load This Snake entity using the Repository for Animal, we would have a entity loaded, as shown below: public T GetByKey(object key, bool lazy = false) { if (lazy) return CurrentSession.Load<T>(key); return CurrentSession.Get<T>(key); } var tRepo = new NHibernateReadWriteRepository<TPHAnimal>(); var animal = tRepo.GetByKey(new Guid("602DAB56-D1BD-4ECC-B4BB-1C14BF87F47B"), true); var snake = animal as Snake; snake is null As you can see that the animal entity retrieved from the database cannot be cast to Snake even though the entity is actually a snake. The reason being ISession.Load prevents the entity to be cast to Snake and will throw the following exception: System.InvalidCastException :  Message=Unable to cast object of type 'TPHAnimalProxy' to type 'NHibernateChecker.Model.Snake'. Thus we can see that if we lazy load the entity using ISession.Load<TPHAnimal> then we get a TPHAnimalProxy and not a snake. =============================================================== However if do not lazy load the same cast works perfectly fine, this is since we are loading the entity from database and the entity being loaded is not a proxy. Thus the following code does not throw any exceptions, infact the snake variable is not null: var tRepo = new NHibernateReadWriteRepository<TPHAnimal>(); var animal = tRepo.GetByKey(new Guid("602DAB56-D1BD-4ECC-B4BB-1C14BF87F47B"), false); var snake = animal as Snake; if (snake == null) { var snake22 = (Snake) animal; }

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  • 12.04 Unity 3D 80% CPU load with Compiz

    - by user39288
    EDIT : I have been able to to determine that the problem is not compiz, but is actually Xorg. I don't know why, but by quickly maximizing terminal and taking a screenshot with top running before the problem went away I am able to see xorg takes up 72% of cpu, with bamfdaemon taking up 18%, and compiz taking up 14%. Seems the nvidia drivers are to blame, will play more with settings and perhaps do a clean nvidia-current install to try to fix the problem. Having a very annoying problem with high CPU usage. Running 12.04 with latest drivers and nvidia-current installed. Have not had any issues for days, now I have a strange problem. Unity 3d runs great most of the time, 1-2% CPU usage with only transmission running in background. Windows open and close smoothly. However,no matter what programs are open, if I minimize all open programs to the unity bar on the left, my CPU jumps to about 80% and slows down all maximize and minimize effects. Mouse movement stays smooth the whole time, but unity becomes unresponsive for up to 30 seconds at times. Hitting alt + tab to bring up even a single window fixes the problem. The window I bring back up doesn't even have to be maximized to solve the problem. Hitting the super button to bring up the dash makes CPU drop back to idle until I close it, then high CPU usage resumes. Believe the problem is compiz, but even just having only terminal running "top", I have to minimize it to the tray for the problem to show, so I can't see the problem process. I can only tell about the high CPU usage using indicator-sysmonitor. Even tried quitting the indicator, but I can still tell very poor performance with all applications when minimized. Reset compiz back to defaults, tried going to the post-release update nvidia drivers, played with vsync settings in both the nvidia settings and compiz. Even forced refresh rate, but cannot solve the problem. The problem does NOT occur in Unity 2D. Specs are core 2 duo 2.0ghz, 4GB ddr2 ram, 2x 320's HDD in RAID 0, and Nvidia GTX 260M graphics card.

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  • Best Practices for High Volume CPA Import Operations with ebXML in B2B 11g

    - by Shub Lahiri, A-Team
    Background B2B 11g supports ebXML messaging protocol, where multiple CPAs can be imported via command-line utilities.  This note highlights one aspect of the best practices for import of CPA, when large numbers of CPAs in the excess of several hundreds are required to be maintained within the B2B repository. Symptoms The import of CPA usually is a 2-step process, namely creating a soa.zip file using b2bcpaimport utility based on a CPA properties file and then using b2bimport to import the b2b repository.  The commands are provided below: ant -f ant-b2b-util.xml b2bcpaimport -Dpropfile="<Path to cpp_cpa.properties>" -Dstandard=true ant -f ant-b2b-util.xml b2bimport -Dlocalfile=true -Dexportfile="<Path to soa.zip>" -Doverwrite=true Usually the first command completes fairly quickly regardless of the number of CPAs in the repository. However, as the number of trading partners within the repository goes up, the time to complete the second command could go up to ~30 secs per operation. So, this could add up to a significant amount, if there is a need to import hundreds of CPA in a production system within a limited downtime, maintenance window.  Remedy In situations, where there is a large number of entries to be imported, it is best to setup a staging environment and go through the import operation of each individual CPA in an empty repository. Since, this will be done in an empty repository, the time taken for completion should be reasonable.  After all the partner profiles have been imported, a full repository export can be taken to capture the metadata for all the entries in one file.  If this single file with all the partner entries is imported in a loaded repository, the total time taken for import of all the CPAs should see a dramatic reduction. Results Let us take a look at the numbers to see the benefit of this approach. With a pre-loaded repository of ~400 partners, the individual import time for each entry takes ~30 secs. So, if we had to import another 100 partners, the individual entries will take ~50 minutes (100 times ~30 secs). On the other hand, if we prepare the repository export file of the same 100 partners from a staging environment earlier, the import takes about ~5 mins. The total processing time for the loading of metadata, specially in a production environment, can thus be shortened by almost a factor of 10. Summary The following diagram summarizes the entire approach and process. Acknowledgements The material posted here has been compiled with the help from B2B Engineering and Product Management teams.

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Facial Recognition for Retail

    - by David Dorf
    My son decided to do his science project on how the brain recognizes faces.  Faces are so complicated and important that the brain has a dedicated area for just that purpose.  During our research, we came across some emerging uses for facial recognition in the retail industry. If you believe the movies, recognizing faces as they walk by a camera is easy for computers but that's not the reality.  Huge investments are being made by the U.S. government in this area, with a focus on airport security.  Now, companies like Eye See are leveraging that research for marketing purposes.  They do things like track eyes while viewing newspaper ads to see which ads get more "eye time."  This can help marketers make better placement and color decisions. But what caught my eye (that was too easy) was their new mannequins that watch shoppers.  These mannequins, being tested at European retailers like Benetton, watch shoppers that walk by and identify their gender, race, and age.  This helps the retailer better understand the types of customers being attracted to the outfit on the mannequin.  Of course to be most accurate, the software has pictures of the employees so they can be filtered out.  Since the mannequins are closer to the shoppers and at eye-level, they are more accurate than traditional in-ceiling LP cameras. Marketing agency RedPepper is offering retailers the ability to recognize loyalty shoppers at their doors using Facedeal.  For customers that have opted into the program, when they enter the store their face is recognized and they are checked in.  Then, as a reward, they are sent an offer on their smartphone. It won't be long before retailers begin to listen to shoppers are they walk the aisles, then keywords can be collected and aggregated to give the retailer an idea of what people are saying about their stores and products.  Sentiment analysis based on what's said or even facial expressions can't be far off. Clearly retailers need to be cautions and respect customer privacy.  That's why these technologies are emerging slowly.  But since the next generation of shoppers are less concerned about privacy, I expect these technologies to appear sporadically in the next five years then go mainstream.  Time will tell.

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