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  • 2D Inverse Kinematics Implementation

    - by Vic
    Hi I am trying to implement Inverse Kinematics on a 2D arm(made up of three sticks with joints). I am able to rotate the lowest arm to the desired position. Now, I have some questions: How can I make the upper arm move alongwith the third so the end point of the arm reaches the desired point. Do I need to use the rotation matrices for both and if yes can someone give me some example or an help and is there any other possibl;e way to do this without rotation matrices??? The lowest arm only moves in one direction. I tried google it, they are saying that cross product of two vectors give the direction for the arm but this is for 3D. I am using 2D and cross product of two 2D vectors give a scalar. So, how can I determine its direction??? Plz guys any help would be appreciated.... Thanks in advance Vikram

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  • Suggest a Game Idea for my 3D World

    - by mrlinx
    Been creating a 3D complete world in OpenGL. For now, it features navigation like Google Earth, making possible the zooming from outter space to meter like level. My question is: How do you suggest I make this a fun and interesting game? My initial tought was to have a kind of moon lander where the user simply navigated the lander around the world. Anything better to suggest?

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  • jQuery::Scrollable Div does not work

    - by Legend
    I am trying to create a scrollable DIV using the following: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html> <head> <title>Test</title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <script type="text/javascript" src="lib/jquery/jquery-1.3.2.js"></script> <style type="text/css"> div.container { overflow:hidden; width:200px; height:200px; } div.content { position:relative; top:0; } </style> <script type="text/javascript"> $(function(){ $(".container a.up").bind("click", function(){ var topVal = $(this).parents(".container").find(".content").css("top"); $(this).parents(".container").find(".content").css("top", topVal-10); }); $(".container a.dn").bind("click", function(){ var topVal = $(this).parents(".container").find(".content").css("top"); $(this).parents(".container").find(".content").css("top", topVal+10); }); }); </script> </head> <body> <div class="container"> <p> <a href="#" class="up">Up</a> / <a href="#" class="dn">Down</a> </p> <div class="content"> <p>Hello World 1</p> <p>Hello World 2</p> <p>Hello World 3</p> <p>Hello World 4</p> <p>Hello World 5</p> <p>Hello World 6</p> <p>Hello World 7</p> <p>Hello World 8</p> <p>Hello World 9</p> <p>Hello World 10</p> <p>Hello World 10</p> <p>Hello World 11</p> <p>Hello World 12</p> <p>Hello World 13</p> <p>Hello World 14</p> <p>Hello World 15</p> <p>Hello World 16</p> <p>Hello World 17</p> <p>Hello World 18</p> <p>Hello World 19</p> <p>Hello World 20</p> <p>Hello World 21</p> <p>Hello World 22</p> <p>Hello World 23</p> <p>Hello World 24</p> <p>Hello World 25</p> <p>Hello World 26</p> <p>Hello World 27</p> </div> </div> </body> </html> I don't know where I am messing up, but it simply refuses to work. Any suggestions?

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  • how to write unicode hello world in C on windows

    - by hatchetman82
    im tyring to get this to work: #define UNICODE #define _UNICODE #include <wchar.h> int main() { wprintf(L"Hello World!\n"); wprintf(L"£?, ?, ?!\n"); return 0; } using visual studio 2008 express (on windows xp, if it matters). when i run this from the command prompt (started as cmd /u which is supposed to enable unicode ?) i get this: C:\dev\unicodevs\unicodevs\Debugunicodevs.exe Hello World! -ú8 C:\dev\unicodevs\unicodevs\Debug which i suppose was to be expected given that the terminal does not have the font to render those. but what gets me is that even if i try this: C:\dev\unicodevs\unicodevs\Debugcmd /u /c "unicodevs.exe output.txt" the file produced (even though its UTF-8 encoded) looks like: Hello World! £ì the source file itself is defined as unicode (encoded in UTF-8 without BOM). the compiler output when building: 1------ Rebuild All started: Project: unicodevs, Configuration: Debug Win32 ------ 1Deleting intermediate and output files for project 'unicodevs', configuration 'Debug|Win32' 1Compiling... 1main.c 1.\main.c(1) : warning C4005: 'UNICODE' : macro redefinition 1 command-line arguments : see previous definition of 'UNICODE' 1.\main.c(2) : warning C4005: '_UNICODE' : macro redefinition 1 command-line arguments : see previous definition of '_UNICODE' 1Note: including file: C:\Program Files\Microsoft Visual Studio 9.0\VC\include\wchar.h 1Note: including file: C:\Program Files\Microsoft Visual Studio 9.0\VC\include\crtdefs.h 1Note: including file: C:\Program Files\Microsoft Visual Studio 9.0\VC\include\sal.h 1C:\Program Files\Microsoft Visual Studio 9.0\VC\include\sal.h(108) : warning C4001: nonstandard extension 'single line comment' was used 1Note: including file: C:\Program Files\Microsoft Visual Studio 9.0\VC\include\crtassem.h 1Note: including file: C:\Program Files\Microsoft Visual Studio 9.0\VC\include\vadefs.h 1Note: including file: C:\Program Files\Microsoft Visual Studio 9.0\VC\include\swprintf.inl 1Note: including file: C:\Program Files\Microsoft Visual Studio 9.0\VC\include\wtime.inl 1Linking... 1Embedding manifest... 1Creating browse information file... 1Microsoft Browse Information Maintenance Utility Version 9.00.30729 1Copyright (C) Microsoft Corporation. All rights reserved. 1Build log was saved at "file://c:\dev\unicodevs\unicodevs\unicodevs\Debug\BuildLog.htm" 1unicodevs - 0 error(s), 3 warning(s) ========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ========== any ideas on what am i doing wrong ? similar questions on ST (like this one: http://stackoverflow.com/questions/787589/unicode-hello-world-for-c) seem to refer to *nix builds - as far as i understand setlocale() is not available for windows. i also tried building this using code::blocks/mingw gcc, but got the same results.

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  • Java + Eclipse: Synchronize stdout and stderr

    - by Martijn Courteaux
    Hi, I use Eclipse. When I have an application like this: write 20 times 'Hello World\n' to stdout write 'ERROR\n' to stderr write 5 times 'Hello World\n' to stdout The output looks many times like this: Hello World Hello World Hello World Hello World Hello World Hello World ... Hello World Hello World Hello World ERROR Is there a way to synchronize these two output streams? Of course without waiting a few milliseconds after the block of 20 times Hello World and waiting a few milliseconds after printing ERROR.

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  • "Hello World" using OpenOffice 3 sample code

    - by aiw33k
    I am trying to program a simple "Hello World" window on WinXP MSVC 2008.NET using OpenOffice 3.0 API and SDK. The article is big for beginners... http://api.openoffice.org/docs/DevelopersGuide/OfficeDev/OfficeDev.xhtml#1_1_OpenOffice.org_Application_Environment What would the code for "Hello World" look like?

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  • What's the fastest way to draw a Hello World in Java

    - by Mordan
    What's the fastest way to draw a Hello World on the screen as a GUI in Java, 1- by using the minimum number of classes. 2- with the least byte code executed 2- the JVM tweaks so when I double click on the Jar file in Windows, the Hello World appears in no time (assuming the Runtime is not already loaded).

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  • Hello World to Twitter from C#

    - by cf_PhillipSenn
    A few days ago, I posted this question and this question asking about how to post "Hello World" to twitter. I've gotten helpful responses, which have propelled me further along, but I'm still lost. I need to use OAuth because (as I read it) using username and password is going to be deprecated soon. I need an example as simple as updating the status with the string constant 'Hello World!'. My client is specifying that I must use C#.

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  • Real World Examples of read-write in concurrent software

    - by Richard Fabian
    I'm looking for real world examples of needing read and write access to the same value in concurrent systems. In my opinion, many semaphores or locks are present because there's no known alternative (to the implementer,) but do you know of any patterns where mutexes seem to be a requirement? In a way I'm asking for candidates for the standard set of HARD problems for concurrent software in the real world.

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  • Kicking yourself because you missed the Oracle OpenWorld and Oracle Develop Call for Papers?

    - by charlie.berger
    Here's a great opportunity!If you missed the Oracle OpenWorld and Oracle Develop Call for Papers, here is another opportunity to submit a paper to present. Submit a paper and ask your colleagues, Oracle Mix community, friends and anyone else you know to vote for your session. As applications of data mining and predictive analytics are always interesting, your chances of getting accepted by votes is higher.  Note, only Oracle Mix members are allowed to vote. Voting is open from the end of May through June 20. For the most part, the top voted sessions will be selected for the program (although we may choose sessions in order to balance the content across the program). Please note that Oracle reserves the right to decline sessions that are not appropriate for the conference, such as subjects that are competitive in nature or sessions that cover outdated versions of products. Oracle OpenWorld and Oracle DevelopSuggest-a-Sessionhttps://mix.oracle.com/oow10/proposals FAQhttps://mix.oracle.com/oow10/faq

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  • What can i use as a 3d Tile map editor?

    - by alfa64
    I need to make grid based levels with 3d models for a dungeon crawler ( as a recent example Legend of Grimrock), but i need to have several layers and place entities with properties and position, angle, etc. I was considering Tiled, using layers as height for each level, but it's very hard to work with and visualize. What can i use for this pourpose? The output format needs to be json, xml, or something i can use on my engine. Ideally i'd want something like Tiled with a 3d visualization/edit mode and support for loading models or at least some visual representation of them.

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  • Randomly poor 2D performance in Linux Mint 11 when using nvidia driver

    - by SDD
    I am using: - Linux Mint 11 - Geforce 560ti - nVidia driver (installed via helper programm, not from nvidia page) The third party nvidia drivers radomly cause very poor 2D performance. Radomly because the performance can be very great, but after the next reboot or login become very poor. After another reboot or login, this might change again to better or worse. I have no idea why and how and I need your help. Thank you.

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  • WoW lua: Getting quest attributes before the QUEST_DETAIL event

    - by Matt DiTrolio
    I'd like to determine the attributes of a quest (i.e., information provided by functions such as QuestIsDaily and IsQuestCompletable) before the player clicks on the quest detail. I'm trying to write an add-on that handles accepting and completing of daily quests with a single click on the NPC, but I'm running into a problem whereby I can't find out anything about a given quest unless the quest text is currently being displayed, defeating the purpose of the add-on. Other add-ons of this nature seem to be getting around this limitation by hard-coding information about quests, an approach I don't much like as it requires constant maintenance. It seems to me that this information must be available somehow, as the game itself can properly figure out which icon to display over the head of the NPC without player interaction. The only question is, are add-on authors allowed access to this information? If so, how? EDIT: What I originally left out was that the situations I'm trying to address are when: An NPC has multiple quests The quest detail is not the first thing that shows up upon right-click Otherwise, the situation is much simpler, as I have the information I need provided immediately.

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  • Our Narrow Slice – Looking at History from a Different Perspective

    - by Akemi Iwaya
    When we learn about places, people, and events from history, we are usually taught about them in separate chunks or blocks, making them ‘seem’ rather separate and/or disconnected from each other. Vsauce provides a new perspective about some famous people, places, and events from history that you may not have known about or thought of as simultaneous/connected. Our Narrow Slice [YouTube]     

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • Kicking yourself because you missed the Oracle OpenWorld and Oracle Develop Call for Papers?

    - by Greg Kelly
    Here's a great opportunity! If you missed the Oracle OpenWorld and Oracle Develop Call for Papers, here is another opportunity to submit a paper to present. Submit a paper and ask your colleagues, Oracle Mix community, friends and anyone else you know to vote for your session. Note, only Oracle Mix members are allowed to vote. Voting is open from the end of May through June 20. For the most part, the top voted sessions will be selected for the program (although we may choose sessions in order to balance the content across the program). Please note that Oracle reserves the right to decline sessions that are not appropriate for the conference, such as subjects that are competitive in nature or sessions that cover outdated versions of products. Oracle OpenWorld and Oracle Develop Suggest-a-Session https://mix.oracle.com/oow10/proposals FAQ https://mix.oracle.com/oow10/faq

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  • About to graduate from good school without any progamming skills

    - by newprint
    Not sure if it is good place to ask this question, but found this section to be suitable. I am about to graduate from a good school (in the US) with Computer Science degree, having good grades and high GPA. I have no freaking clue how to write a good program, how to properly test it... nada, zero. We were never been taught how to write software. Ye, sure the Comp. Architecture class is important, and I can tell you a lot about how MIPS processor works, and I can tell you about Binary Trees and Red-Black Trees and running time of operations in Big Oh, but it has nothing to do with programming in "real" life. For god sake, none of my classmates know how to use STLs or write templated code! To be honest, I found that many of my classes to be waste of time. What should I do ? How to step into real life and learn how to program ?

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  • About to graduage from good school without any progamming skills

    - by newprint
    Not sure if it is good place to ask this question, but found this section to be suitable. I am about to graduate from good school (in the US) with Computer Science degree, having good grades and high GPA. I have no freaking clue how to write a good program, how to properly test it... nada, zero. We were never been tough how to write software. Ye, sure the Comp. Architecture class is important, and I can tell you a lot about how MIPS processor works, and I can tell you about Binary Trees and Red-Black Trees and running time of operations in Big Oh, but it has nothing to do with programming in "real" life. For god sake, none of my classmates know how to use STLs or write templated code !!! To be honest, I found that many of my classes to be waste of time. What should I do ? How to step into real life and learn how to program ?

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  • Error while compiling Hello world program for CUDA

    - by footy
    I am using Ubuntu 12.10 and have sucessfully installed CUDA 5.0 and its sample kits too. I have also run sudo apt-get install nvidia-cuda-toolkit Below is my hello world program for CUDA: #include <stdio.h> /* Core input/output operations */ #include <stdlib.h> /* Conversions, random numbers, memory allocation, etc. */ #include <math.h> /* Common mathematical functions */ #include <time.h> /* Converting between various date/time formats */ #include <cuda.h> /* CUDA related stuff */ __global__ void kernel(void) { } /* MAIN PROGRAM BEGINS */ int main(void) { /* Dg = 1; Db = 1; Ns = 0; S = 0 */ kernel<<<1,1>>>(); /* PRINT 'HELLO, WORLD!' TO THE SCREEN */ printf("\n Hello, World!\n\n"); /* INDICATE THE TERMINATION OF THE PROGRAM */ return 0; } /* MAIN PROGRAM ENDS */ The following error occurs when I compile it with nvcc -g hello_world_cuda.cu -o hello_world_cuda.x /tmp/tmpxft_000033f1_00000000-13_hello_world_cuda.o: In function `main': /home/adarshakb/Documents/hello_world_cuda.cu:16: undefined reference to `cudaConfigureCall' /tmp/tmpxft_000033f1_00000000-13_hello_world_cuda.o: In function `__cudaUnregisterBinaryUtil': /usr/include/crt/host_runtime.h:172: undefined reference to `__cudaUnregisterFatBinary' /tmp/tmpxft_000033f1_00000000-13_hello_world_cuda.o: In function `__sti____cudaRegisterAll_51_tmpxft_000033f1_00000000_4_hello_world_cuda_cpp1_ii_b81a68a1': /tmp/tmpxft_000033f1_00000000-1_hello_world_cuda.cudafe1.stub.c:1: undefined reference to `__cudaRegisterFatBinary' /tmp/tmpxft_000033f1_00000000-1_hello_world_cuda.cudafe1.stub.c:1: undefined reference to `__cudaRegisterFunction' /tmp/tmpxft_000033f1_00000000-13_hello_world_cuda.o: In function `cudaError cudaLaunch<char>(char*)': /usr/lib/nvidia-cuda-toolkit/include/cuda_runtime.h:958: undefined reference to `cudaLaunch' collect2: ld returned 1 exit status I am also making sure that I use gcc and g++ version 4.4 ( As 4.7 there is some problem with CUDA)

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  • 3D game engine for networked world simulation / AI sandbox

    - by Martin
    More than 5 years ago I was playing with DirectSound and Direct3D and I found it really exciting although it took much time to get some good results with C++. I was a college student then. Now I have mostly enterprise development experience in C# and PHP, and I do it for living. There is really no chance to earn money with serious game development in our country. Each day more and more I find that I miss something. So I decided to spend an hour or so each day to do programming for fun. So my idea is to build a world simulation. I would like to begin with something simple - some human-like creatures that live their life - like Sims 3 but much more simple, just basic needs, basic animations, minimum graphic assets - I guess it won't be a city but just a large house for a start. The idea is to have some kind of a server application which stores the world data in MySQL database, and some client applications - body-less AI bots which simulate movement and some interactions with the world and each other. But it wouldn't be fun without 3D. So there are also 3D clients - I can enter that virtual world and see the AI bots living. When the bot enters visible area, it becomes material - loads a mesh and animations, so I can see it. When I leave, the bots lose their 3d mesh bodies again, but their virtual life still continues. With time I hope to make it like some expandable scriptable sandbox to experiment with various AI algorithms and so on. But I am not intended to create a full-blown MMORPG :D I have looked for many possible things I would need (free and open source) and now I have to make a choice: OGRE3D + enet (or RakNet). Old good C++. But won't it slow me down so much that I won't have fun any more? CrystalSpace. Formally not a game engine but very close to that. C++ again. MOgre (OGRE3D wrapper for .NET) + lidgren (networking library which is already used in some gaming projects). Good - I like C#, it is good for fast programming and also can be used for scripting. XNA seems just a framework, not an engine, so really have doubts, should I even look at XNA Game Studio :( Panda3D - full game engine with positive feedback. I really like idea to have all the toolset in one package, it has good reviews as a beginner-friendly engine...if you know Python. On the C++ side, Panda3D has almost non-existent documentation. I have 0 experience with Python, but I've heard it is easy to learn. And if it will be fun and challenging then I guess I would benefit from experience in one more programming language. Which of those would you suggest, not because of advanced features or good platform support but mostly for fun, easy workflow and expandability, and so I can create and integrate all the components I need - the server with the database, AI bots and a 3D client application?

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