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  • Separation of development responsibilities in a new project

    - by dreza
    We have very recently started a new project (MVC 3.0) and some of our early discussion has been around how the work and development will be split amongst the team members to ensure we get the least amount of overlap of work and so help make it a bit easier for each developer to get on and do their work. The project is expected to take about 6 months - 1 year (although not all developers are likely to be on and might filter off towards the end), Our team is going to be small so this will help out a bit I believe. The team will essentially consist of: 3 x developers (All different levels i.e. more senior, intermediate and junior) 1 x project manager / product owner / tester An external company responsbile for doing our design work General project/development decisions so far have included: Develop in an Agile way using SCRUM techniques (We are still very much learning this approach as a company) Use MVVM archectecture Use Ninject and DI where possible Attempt to use as TDD as much as possible to drive development. Keep our controllers as skinny as possible Keep our views as simple as possible During our discussions two approaches have been broached as too how to seperate the workload given our objectives outlined above. OPTION 1: A framework seperation where each person is responsible for conceptual areas with overlap and discussion primarily in the integration areas. The integration areas would the responsibily of both developers as required. View prototypes (**Graphic designer**) | - Mockups | Views (Razor and view helpers etc) & Javascript (**Developer 1**) | - View models (Integration point) | Controllers and Application logic (**Developer 2**) | - Models (Integration point) | Domain model and persistence (**Developer 3**) OPTION 2: A more task orientated approach where each person is responsible for the completion of the entire task (story) from view - controller - model. QUESTION: For those who have worked in small teams developing MVC projects how have you managed the workload distribution in this situation. I can't imagine the junior would be responsible for building parts of the underlying architecture so would given them responsibility for the view make sense considering we are trying to keep it simple?

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • Distinguishing between UI command & domain commands

    - by SonOfPirate
    I am building a WPF client application using the MVVM pattern that provides an interface on top of an existing set of business logic residing in a library which is shared with other applications. The business library followed a domain-driven architecture using CQRS to separate the read and write models (no event sourcing). The combination of technologies and patterns has brought up an interesting conundrum: The MVVM pattern uses the command pattern for handling user-interaction with the view models. .NET provides an ICommand interface which is implemented by most MVVM frameworks, like MVVM Light's RelayCommand and Prism's DelegateCommand. For example, the view model would expose a number of command objects as properties that are bound to the UI and respond when the user performs actions like clicking buttons. Many implementations of the CQRS use the command pattern to isolate and encapsulate individual behaviors. In my business library, we have implemented the write model as command / command-handler pairs. As such, when we want to do some work, such as create a new order, we 'issue' a command (CreateOrderCommand) which is routed to the command-handler responsible for executing the command. This is great, clearly explained in many sources and I am good with it. However, take this scenario: I have a ToolbarViewModel which exposes a CreateNewOrderCommand property. This ICommand object is bound to a button in the UI. When clicked, the UI command creates and issues a new CreateOrderCommand object to the domain which is handled by the CreateOrderCommandHandler. This is difficult to explain to other developers and I am finding myself getting tongue-tied because everything is a command. I'm sure I'm not the first developer to have patterns overlap like this where the naming/terminology also overlap. How have you approached distinguishing your commands used in the UI from those used in the domain? (Edit: I should mention that the business library is UI-agnostic, i.e. no UI technology-specific code exists, or will exists, in this library.)

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  • Exploring TCP throughput with DTrace (2)

    - by user12820842
    Last time, I described how we can use the overlap in distributions of unacknowledged byte counts and send window to determine whether the peer's receive window may be too small, limiting throughput. Let's combine that comparison with a comparison of congestion window and slow start threshold, all on a per-port/per-client basis. This will help us Identify whether the congestion window or the receive window are limiting factors on throughput by comparing the distributions of congestion window and send window values to the distribution of outstanding (unacked) bytes. This will allow us to get a visual sense for how often we are thwarted in our attempts to fill the pipe due to congestion control versus the peer not being able to receive any more data. Identify whether slow start or congestion avoidance predominate by comparing the overlap in the congestion window and slow start distributions. If the slow start threshold distribution overlaps with the congestion window, we know that we have switched between slow start and congestion avoidance, possibly multiple times. Identify whether the peer's receive window is too small by comparing the distribution of outstanding unacked bytes with the send window distribution (i.e. the peer's receive window). I discussed this here. # dtrace -s tcp_window.d dtrace: script 'tcp_window.d' matched 10 probes ^C cwnd 80 10.175.96.92 value ------------- Distribution ------------- count 1024 | 0 2048 | 4 4096 | 6 8192 | 18 16384 | 36 32768 |@ 79 65536 |@ 155 131072 |@ 199 262144 |@@@ 400 524288 |@@@@@@ 798 1048576 |@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 3848 2097152 | 0 ssthresh 80 10.175.96.92 value ------------- Distribution ------------- count 268435456 | 0 536870912 |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 5543 1073741824 | 0 unacked 80 10.175.96.92 value ------------- Distribution ------------- count -1 | 0 0 | 1 1 | 0 2 | 0 4 | 0 8 | 0 16 | 0 32 | 0 64 | 0 128 | 0 256 | 3 512 | 0 1024 | 0 2048 | 4 4096 | 9 8192 | 21 16384 | 36 32768 |@ 78 65536 |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 5391 131072 | 0 swnd 80 10.175.96.92 value ------------- Distribution ------------- count 32768 | 0 65536 |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 5543 131072 | 0 Here we are observing a large file transfer via http on the webserver. Comparing these distributions, we can observe: That slow start congestion control is in operation. The distribution of congestion window values lies below the range of slow start threshold values (which are in the 536870912+ range), so the connection is in slow start mode. Both the unacked byte count and the send window values peak in the 65536-131071 range, but the send window value distribution is narrower. This tells us that the peer TCP's receive window is not closing. The congestion window distribution peaks in the 1048576 - 2097152 range while the receive window distribution is confined to the 65536-131071 range. Since the cwnd distribution ranges as low as 2048-4095, we can see that for some of the time we have been observing the connection, congestion control has been a limiting factor on transfer, but for the majority of the time the receive window of the peer would more likely have been the limiting factor. However, we know the window has never closed as the distribution of swnd values stays within the 65536-131071 range. So all in all we have a connection that has been mildly constrained by congestion control, but for the bulk of the time we have been observing it neither congestion or peer receive window have limited throughput. Here's the script: #!/usr/sbin/dtrace -s tcp:::send / (args[4]-tcp_flags & (TH_SYN|TH_RST|TH_FIN)) == 0 / { @cwnd["cwnd", args[4]-tcp_sport, args[2]-ip_daddr] = quantize(args[3]-tcps_cwnd); @ssthresh["ssthresh", args[4]-tcp_sport, args[2]-ip_daddr] = quantize(args[3]-tcps_cwnd_ssthresh); @unacked["unacked", args[4]-tcp_sport, args[2]-ip_daddr] = quantize(args[3]-tcps_snxt - args[3]-tcps_suna); @swnd["swnd", args[4]-tcp_sport, args[2]-ip_daddr] = quantize((args[4]-tcp_window)*(1 tcps_snd_ws)); } One surprise here is that slow start is still in operation - one would assume that for a large file transfer, acknowledgements would push the congestion window up past the slow start threshold over time. The slow start threshold is in fact still close to it's initial (very high) value, so that would suggest we have not experienced any congestion (the slow start threshold is adjusted when congestion occurs). Also, the above measurements were taken early in the connection lifetime, so the congestion window did not get a changes to get bumped up to the level of the slow start threshold. A good strategy when examining these sorts of measurements for a given service (such as a webserver) would be start by examining the distributions above aggregated by port number only to get an overall feel for service performance, i.e. is congestion control or peer receive window size an issue, or are we unconstrained to fill the pipe? From there, the overlap of distributions will tell us whether to drill down into specific clients. For example if the send window distribution has multiple peaks, we may want to examine if particular clients show issues with their receive window.

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  • Constant opacity with glBlendFunc on iPhone

    - by Jeff Johnson
    What glBlendFunc should I use to ensure that the opacity of my drawing is always the same? When I use glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) and multiple images are drawn on top of each other, the result is more and more opaque until it's completely opaque after a certain number of imgaes. The closest I have come is to use glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA) which maintains a constant opacity no matter how many images are on top of each other, although there is a slight variation in opacity if the images overlap each other. Any other render states I should consider trying? Any other ideas? I am making a drawing app for my kid and I don't want the images (brush) they draw to cover up the background. Heres the closest I've got: I want to have it so that the overlap part of the circles is the same color and opacity as the center part of the circle. I am using cocos2d iphone v. 0.99

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  • codingBat plusOut using regex

    - by polygenelubricants
    This is similar to my previous efforts (wordEnds and repeatEnd): as a mental exercise, I want to solve this toy problem using regex only. Description from codingbat.com: Given a string and a non-empty word string, return a version of the original string where all chars have been replaced by pluses ("+"), except for appearances of the word string which are preserved unchanged. plusOut("12xy34", "xy") ? "++xy++" plusOut("12xy34", "1") ? "1+++++" plusOut("12xy34xyabcxy", "xy") ? "++xy++xy+++xy" There is no mention whether or not to allow overlap (e.g. what is plusOut("+xAxAx+", "xAx")?), but my non-regex solution doesn't handle overlap and it passes, so I guess we can assume non-overlapping occurrences of word if it makes it simpler. In any case, I'd like to solve this using regex (of the same style that I did before with the other two problems), but I'm absolutely stumped. I don't even have anything to show, because I have nothing that works. So let's see what the stackoverflow community comes up with.

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  • Pair programming: How should the pairs be chosen?

    - by Jon Seigel
    This topic has been covered peripherally in bits and pieces in some of the other pair-programming questions, but I want to (a) consolidate this knowledge into a separate question, and, most importantly, (b) go into much more depth on the subject. From the perspective of being an effective manager, how should pairs be arranged for pair programming to maximize both the happiness and productivity of the overall team? Some ideas to get started: Should two people never be paired (because of personalities, for example)? How much overlap in skillsets is needed? How much disconnect in skillsets is too much to overcome? (No two people will overlap 100%, and a disconnect in skills can be very beneficial to both people.) Should everyone pair with everyone else on a fixed/rotating basis? Should certain pairs be arranged to accomplish specific tasks? How important a role does HR play when growing or reorganizing the team?

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  • If I want to play the same sound 10 times per second, must I have 10 copies of that sound in memory?

    - by mystify
    I have a sound that needs to get played 10 times per second. The sound is 1 second long. So it does overlap like 10 times. However, as far as I understand the Finch sound library, I would need 10 different instances of a sound in place so that I can play it 10 times at almost the same time. When I have just one instance, the sound would stop and play from the beginning on every iteration, but not overlap with itself. How to do that?

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  • source control when starting up a new project

    - by jaras
    when starting with a project and using source control i find it hard to separate the things people are working on so they don't either write duplicate code or think it should be named one thing and so on. this problem diminishes over time because the general foundation is in place and it's easier to separate the tasks so they don't overlap as much how do you manage working with source control in the beginning phase? EDIT: I can see that it don't really have anything to do with source control, but it gets more apparent when you have source control too. so the question becomes more along the lines of "how do you manage to separate the tasks so they don't overlap too much. I think it's really hard and i haven't really seen much about how to do it.

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  • jquery sortable problem with ie

    - by corroded
    i am using jquery to sort my lists and i have run into a dead end. First, I checked the jquery site if theirs work on ie7, thats great, it does. next, i checked mine without the styles(so there possibly wont be anything that's intercepting or affecting jquery stuff). but i still get this weird error in ie7 when you sort items in the inner list(i have nested lists) they overlap each other, destroying the layout. if you sort the contianer lists, they work fine! here's a jsfiddle of what i mean: http://jsfiddle.net/GDUpa/ note that if you drag demonstration one or two spots(in ie), it will overlap with the other links. BUT if you drag POC (it will select the whole thing including the links under it), it works fine! is something wrong with my markup?

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  • Footer height based on screen size

    - by o-logn
    Hi everyone, I would like to create a footer which is relative to the content (so not fixed), but fills the rest of the screen. So for example, on my larger monitor, the footer would start in the same place, but fill up 100px (for example). On a smaller monitor, it only needs to fill up 75px. I tried using 100%, but it causes the page to be really big and the user can scroll down and fill the entire screen with the footer. Is there a way to get it to be a bit more reasonable size, so that it just about fills the bottom of the screen? My current code is this: .footer { position:relative; //can't be fixed as content might overlap if extended height:100%; width:100%; //fill the entire screen horizontally bottom:0px; margin-top:345px; //used to make sure content doesn't overlap } Thanks for any ideas

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  • Detecting coincident subset of two coincident line segments

    - by Jared Updike
    This question is related to: How do I determine the intersection point of two lines in GDI+? (great explanation of algebra but no code) How do you detect where two line segments intersect? (accepted answer doesn't actually work) But note that an interesting sub-problem is completely glossed over in most solutions which just return null for the coincident case even though there are three sub-cases: coincident but do not overlap touching just points and coincident overlap/coincident line sub-segment For example we could design a C# function like this: public static PointF[] Intersection(PointF a1, PointF a2, PointF b1, PointF b2) where (a1,a2) is one line segment and (b1,b2) is another. This function would need to cover all the weird cases that most implementations or explanations gloss over. In order to account for the weirdness of coincident lines, the function could return an array of PointF's: zero result points (or null) if the lines are parallel or do not intersect (infinite lines intersect but line segments are disjoint, or lines are parallel) one result point (containing the intersection location) if they do intersect or if they are coincident at one point two result points (for the overlapping part of the line segments) if the two lines are coincident

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  • css: top and bottom with flexible centre

    - by Haroldo
    is it possible with just css2 to have the following: 3 divs: <div id="wrap_centre"> <div class="top"></div> <div class="mid"></div> <div class="bot"></div> </div> all the content to be in the flexible div.mid section overlap the top and bottom parts not fussed about ie6 here's the photoshop with centre slice: as you can see the top and bottom parts are quite large and i need to overlap them from the middle slice...

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  • advanced css: top and bottom with flexible centre

    - by Haroldo
    is it possible with just css2 to have the following: all the content to be in the flexible div.mid section overlap the top and bottom parts not fussed about ie6 here's the photoshop with centre slice: as you can see the top and bottom parts are quite large and i need to overlap them from the middle slice... Please dont misunderstand here, i understand how to make a flexible central div, the complexity is in the overlapping of the top and bottom while the mid div remains flexible. I imagine it requires either negative margins or absolutely position top and bottoms elements with z-index..

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • When do I use Apache Kafka, Azure Service Bus, vs Azure Queues?

    - by makerofthings7
    I'm trying to understand the situations I'd use Apache Kafka, Azure Service Bus, or Azure Queues for high scale message processing. Which is better for standard Pub Sub situations? Where multiple clients get a copy of the same message? Which is better for low latency Pub sub and no durability? Which is better for "cooperating producer" and "competing consumer"? (what does this mean?) I see a bit of overlap in function between Kafka, Service Bus, Azure Queues

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  • What is better Ubuntu Tweak or Software center?

    - by S B
    Ubuntu Tweak has served me very well over the past few release cycles, but there seems to be more and more of an overlap between Ubuntu Tweak and the Ubuntu Software Center. I wanted to know whether these two great apps are headed for a head-to-head crash (which would be a shame for the Ubuntu community) or is there some way for the two projects to complement each other, integrate and make my favorite distribution even better? Happy new year to everyone.

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  • What is better Ubuntu Tweak or Ubuntu Software center?

    - by S B
    Ubuntu Tweak has served me very well over the past few release cycles, but there seems to be more and more of an overlap between Ubuntu Tweak and the Ubuntu Software Center. I wanted to know whether these two great apps are headed for a head-to-head crash (which would be a shame for the Ubuntu community) or is there some way for the two projects to complement each other, integrate and make my favorite distribution even better? Happy new year to everyone.

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • What is the current state of Ubuntu's transition from init scripts to Upstart?

    - by Adam Eberlin
    What is the current state of Ubuntu's transition from init.d scripts to upstart? I was curious, so I compared the contents of /etc/init.d/ to /etc/init/ on one of our development machines, which is running Ubuntu 12.04 LTS Server. # /etc/init.d/ # /etc/init/ acpid acpid.conf apache2 --------------------------- apparmor --------------------------- apport apport.conf atd atd.conf bind9 --------------------------- bootlogd --------------------------- cgroup-lite cgroup-lite.conf --------------------------- console.conf console-setup console-setup.conf --------------------------- container-detect.conf --------------------------- control-alt-delete.conf cron cron.conf dbus dbus.conf dmesg dmesg.conf dns-clean --------------------------- friendly-recovery --------------------------- --------------------------- failsafe.conf --------------------------- flush-early-job-log.conf --------------------------- friendly-recovery.conf grub-common --------------------------- halt --------------------------- hostname hostname.conf hwclock hwclock.conf hwclock-save hwclock-save.conf irqbalance irqbalance.conf killprocs --------------------------- lxc lxc.conf lxc-net lxc-net.conf module-init-tools module-init-tools.conf --------------------------- mountall.conf --------------------------- mountall-net.conf --------------------------- mountall-reboot.conf --------------------------- mountall-shell.conf --------------------------- mounted-debugfs.conf --------------------------- mounted-dev.conf --------------------------- mounted-proc.conf --------------------------- mounted-run.conf --------------------------- mounted-tmp.conf --------------------------- mounted-var.conf networking networking.conf network-interface network-interface.conf network-interface-container network-interface-container.conf network-interface-security network-interface-security.conf newrelic-sysmond --------------------------- ondemand --------------------------- plymouth plymouth.conf plymouth-log plymouth-log.conf plymouth-splash plymouth-splash.conf plymouth-stop plymouth-stop.conf plymouth-upstart-bridge plymouth-upstart-bridge.conf postgresql --------------------------- pppd-dns --------------------------- procps procps.conf rc rc.conf rc.local --------------------------- rcS rcS.conf --------------------------- rc-sysinit.conf reboot --------------------------- resolvconf resolvconf.conf rsync --------------------------- rsyslog rsyslog.conf screen-cleanup screen-cleanup.conf sendsigs --------------------------- setvtrgb setvtrgb.conf --------------------------- shutdown.conf single --------------------------- skeleton --------------------------- ssh ssh.conf stop-bootlogd --------------------------- stop-bootlogd-single --------------------------- sudo --------------------------- --------------------------- tty1.conf --------------------------- tty2.conf --------------------------- tty3.conf --------------------------- tty4.conf --------------------------- tty5.conf --------------------------- tty6.conf udev udev.conf udev-fallback-graphics udev-fallback-graphics.conf udev-finish udev-finish.conf udevmonitor udevmonitor.conf udevtrigger udevtrigger.conf ufw ufw.conf umountfs --------------------------- umountnfs.sh --------------------------- umountroot --------------------------- --------------------------- upstart-socket-bridge.conf --------------------------- upstart-udev-bridge.conf urandom --------------------------- --------------------------- ureadahead.conf --------------------------- ureadahead-other.conf --------------------------- wait-for-state.conf whoopsie whoopsie.conf To be honest, I'm not entirely sure if I'm interpreting the division of responsibilities properly, as I didn't expect to see any overlap (of what framework handles which services). So I was quite surprised to learn that there was a significant amount of overlap in service references, in addition to being unable to discern which of the two was intended to be the primary service framework. Why does there seem to be a fair amount of redundancy in individual service handling between init.d and upstart? Is something else at play here that I'm missing? What is preventing upstart from completely taking over for init.d? Is there some functionality that certain daemons require which upstart does not yet have, which are preventing some services from converting? Or is it something else entirely?

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  • Council for the Development of a jumping game!

    - by Esteban Quintero
    I want to create platforms on the stage, where a sprite is jumping on them. something like this http://itunes.apple.com/es/app/doodle-jump-cuidado-extremadamente/id307727765?mt=8 I would like some guidance to do so. 1) what is the best way to simulate the jump? (Velocity or EnityModifier) 2) as platforms rabdom I can generate, with no overlap? 3) should move the camera or the sprites of the stage?

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  • BoundingBox Intersection Problems

    - by Deukalion
    When I try to render two cubes, same sizes, one beside the other. With the same proportions (XYZ). My problem is, why do a Box1.BoundingBox.Contains(Box2.BoundingBox) == ContaintmentType.Intersects - when it clearly doesn't? I'm trying to place objects with BoundingBoxes as "intersection" checking, but this simple example clearly shows that this doesn't work. Why is that? I also try checking height of the next object to be placed, by checking intersection, adding each boxes height += (Max.Y - Min.Y) to a Height value, so when I add a new Box it has a height value. This works, but sometimes due to strange behavior it adds extra values when there isn't anything there. This is an example of what I mean: BoundingBox box1 = GetBoundaries(new Vector3(0, 0, 0), new Vector3(128, 64, 128)); BoundingBox box2 = GetBoundaries(new Vector3(128, 0, 0), new Vector3(128, 64, 128)); if (box1.Contains(box2) == ContainmentType.Intersects) { // This will be executed System.Windows.Forms.MessageBox.Show("Intersects = True"); } if (box1.Contains(box2) == ContainmentType.Disjoint) { System.Windows.Forms.MessageBox.Show("Disjoint = True"); } if (box1.Contains(box2) == ContainmentType.Contains) { System.Windows.Forms.MessageBox.Show("Contains = True"); } Test Method: public BoundingBox GetBoundaries(Vector3 position, Vector3 size) { Vector3[] vertices = new Vector3[8]; vertices[0] = position + new Vector3(-0.5f, 0.5f, -0.5f) * size; vertices[1] = position + new Vector3(-0.5f, 0.5f, 0.5f) * size; vertices[2] = position + new Vector3(0.5f, 0.5f, -0.5f) * size; vertices[3] = position + new Vector3(0.5f, 0.5f, 0.5f) * size; vertices[4] = position + new Vector3(-0.5f, -0.5f, -0.5f) * size; vertices[5] = position + new Vector3(-0.5f, -0.5f, 0.5f) * size; vertices[6] = position + new Vector3(0.5f, -0.5f, -0.5f) * size; vertices[7] = position + new Vector3(0.5f, -0.5f, 0.5f) * size; return BoundingBox.CreateFromPoints(vertices); } Box 1 should start at x -64, Box 2 should start at x 64 which means they never overlap. If I add Box 2 to 129 instead it creates a small gap between the cubes which is not pretty. So, the question is how can I place two cubes beside eachother and make them understand that they do not overlap or actually intersect? Because this way I can never automatically check for intersections or place cube beside eachother.

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  • Isometric Collision Detection

    - by Sleepy Rhino
    I am having some issues with trying to detect collision of two isometric tile. I have tried plotting the lines between each point on the tile and then checking for line intercepts however that didn't work (probably due to incorrect formula) After looking into this for awhile today I believe I am thinking to much into it and there must be a easier way. I am not looking for code just some advise on the best way to achieve detection of overlap

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  • Labeling algorithm for points

    - by Qwertie
    I need an algorithm to place horizontal text labels for multiple series of points on the screen (basically I need to show timestamps and other information for a history of moving objects on a map; in general there are multiple data points per object). The text labels should appear close to their points--above, below, or on the right side--but should not overlap other points or text labels. Does anyone know an algorithm/heuristic for this?

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  • libgdx - #iterator() cannot be used nested

    - by TimSim
    I'm getting this error when I try to check if any of the targets overlap each other: iterTargets = targets.iterator(); while (iterTargets.hasNext()) { Target target = iterTargets.next(); for (Target otherTarget:targets) { if (target.rectangle.overlaps(otherTarget.rectangle)) { // do something } } } So I can't do that? How am I supposed to check each member of an array to see if it overlaps any other member?

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