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  • The most efficient method of drawing multiple quads in OpenGL

    - by CPatton
    I'm not very keen with OpenGL and I was wondering if someone could give me some insight on this. I'm a 'seasoned' programmer, I've read the redbook about VBOs and the like, but I was wondering from a more experienced person about the best/most efficient way of achieving this. I've been producing this 2d tile-based game engine to be used in several projects. I have a class called "ScreenObject" which is mainly composed of a Dictionary<Point, Tile> The Point key is to show where to render the Tile on the screen, and the Tile contains one or more textures to be drawn at that point. This ScreenObject is where the tiles will be modified, deleted, added, etc.. My original method of drawing the tiles in the testing I've done was to iterate through the ScreenObject and draw each quad at each location separately. From what I've read, this is a massive waste of resources. It wasn't horribly slow in the testing, but after I've completed the animation classes and effect classes, I'm sure it would be extremely slow. And one last thing, if you wouldn't mind.. As I said before, the Tile class can contain multiple textures to be drawn at the Point location on the screen. I recognize possibly two options for me here. Either add a quad at that location for each texture to be drawn, or, somehow.. use a multiple texture for the same quad (if it's possible). Even if each tile contained one texture only, that would be 64 quads to be drawn on the screen. Most of the tiles will contain 2-5 textures, so the number of total quads would increase dramatically with this method. Would it be feasible to add a quad for each new texture, or am I ignoring a better way to do this? Just need some help understanding this if you don't mind :) I've tried to be as concise as possible, and I'd greatly appreciate any responses.. and even some criticism. Programming is often a learning process and one who develops seems to never stops learning. Thanks for your time.

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  • Fixed point math in c#?

    - by x4000
    Hi there, I was wondering if anyone here knows of any good resources for fixed point math in c#? I've seen things like this (http://2ddev.72dpiarmy.com/viewtopic.php?id=156) and this (http://stackoverflow.com/questions/79677/whats-the-best-way-to-do-fixed-point-math), and a number of discussions about whether decimal is really fixed point or actually floating point (update: responders have confirmed that it's definitely floating point), but I haven't seen a solid C# library for things like calculating cosine and sine. My needs are simple -- I need the basic operators, plus cosine, sine, arctan2, PI... I think that's about it. Maybe sqrt. I'm programming a 2D RTS game, which I have largely working, but the unit movement when using floating-point math (doubles) has very small inaccuracies over time (10-30 minutes) across multiple machines, leading to desyncs. This is presently only between a 32 bit OS and a 64 bit OS, all the 32 bit machines seem to stay in sync without issue, which is what makes me think this is a floating point issue. I was aware from this as a possible issue from the outset, and so have limited my use of non-integer position math as much as possible, but for smooth diagonal movement at varying speeds I'm calculating the angle between points in radians, then getting the x and y components of movement with sin and cos. That's the main issue. I'm also doing some calculations for line segment intersections, line-circle intersections, circle-rect intersections, etc, that also probably need to move from floating-point to fixed-point to avoid cross-machine issues. If there's something open source in Java or VB or another comparable language, I could probably convert the code for my uses. The main priority for me is accuracy, although I'd like as little speed loss over present performance as possible. This whole fixed point math thing is very new to me, and I'm surprised by how little practical information on it there is on google -- most stuff seems to be either theory or dense C++ header files. Anything you could do to point me in the right direction is much appreciated; if I can get this working, I plan to open-source the math functions I put together so that there will be a resource for other C# programmers out there. UPDATE: I could definitely make a cosine/sine lookup table work for my purposes, but I don't think that would work for arctan2, since I'd need to generate a table with about 64,000x64,000 entries (yikes). If you know any programmatic explanations of efficient ways to calculate things like arctan2, that would be awesome. My math background is all right, but the advanced formulas and traditional math notation are very difficult for me to translate into code.

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  • Using OpenID as the only authentication method

    - by iconiK
    I have read the other questions and they mostly talk about the security of doing so. That's not entirely my concern, mostly because the website is question is a browser-based game. However, the larger issue is the user - not every user is literate enough to understand OpenID. Sure RPX makes this pretty easy, which is what I'll use, but what if the user does not have an account at Google or Facebook or whatever, or does not trust the system to log in with an existing account? They'd have to get an account at another provide - I'm sure most will know how to do it, let alone be bothered to do it. There is also the problem of how to manage it in the application. A user might want to use multiple identities with a single account, so it's not as simple as username + password to deal with. How do I store the OpenID identities of a user in the database? Using OpenID gives me a benefit too: RPX can provide extensive profile information, so I can just prefill the profile form and ask the user to edit as required. I currently have this: UserID Email ------ --------------- 86000 [email protected] 86001 [email protected] UserOpenID OpenID ---------- ------ 86000 16733 86001 16839 86002 19361 OpenID Provider Identifier ------ -------- ---------------- 16733 Yahoo https:\\me.yahoo.com\bob#d36bd 16839 Yahoo https:\\me.yahoo.com\bigbobby#x75af 19361 Yahoo https:\\me.yahoo.com\alice#c19fd Is that the right way to store OpenID identifiers in the database? How would I match the identifier RPX gave me with one in the database to log in the user (if the identifier is known). So here are concrete questions: How would I make it accessible to users not having an OpenID or not wanting to use one? (security concerns over say, logging in with their Google account for example) How do I store the identifier in the database? (I'm not sure if the tables above are right) What measures do I need to take in order to prevent someone from logging in as another user and happily doing anything with their account? (as I understand RPX sends the identifier via HTTP, so what anyone would have to do is to just somehow grab it then enter it in the "OpenID" field) What else do I need to be aware of when using OpenID?

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  • Binding Silverlight UserControl custom properties to its' elements

    - by ghostskunks
    Hi. I'm trying to make a simple crossword puzzle game in Silverlight 2.0. I'm working on a UserControl-ish component that represents a square in the puzzle. I'm having trouble with binding up my UserControl's properties with its' elements. I've finally (sort of) got it working (may be helpful to some - it took me a few long hours), but wanted to make it more 'elegant'. I've imagined it should have a compartment for the content and a label (in the upper right corner) that optionally contains its' number. The content control probably be a TextBox, while label control could be a TextBlock. So I created a UserControl with this basic structure (the values are hardcoded at this stage): <UserControl x:Class="XWord.Square" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" FontSize="30" Width="100" Height="100"> <Grid x:Name="LayoutRoot" Background="White"> <Grid.ColumnDefinitions> <ColumnDefinition Width="*"/> <ColumnDefinition Width="Auto"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <TextBlock x:Name="Label" Grid.Row="0" Grid.Column="1" Text="7"/> <TextBox x:Name="Content" Grid.Row="1" Grid.Column="0" Text="A" BorderThickness="0" /> </Grid> </UserControl> I've also created DependencyProperties in the Square class like this: public static readonly DependencyProperty LabelTextProperty; public static readonly DependencyProperty ContentCharacterProperty; // ...(static constructor with property registration, .NET properties // omitted for brevity)... Now I'd like to figure out how to bind the Label and Content element to the two properties. I do it like this (in the code-behind file): Label.SetBinding( TextBlock.TextProperty, new Binding { Source = this, Path = new PropertyPath( "LabelText" ), Mode = BindingMode.OneWay } ); Content.SetBinding( TextBox.TextProperty, new Binding { Source = this, Path = new PropertyPath( "ContentCharacter" ), Mode = BindingMode.TwoWay } ); That would be more elegant done in XAML. Does anyone know how that's done?

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  • What was your the most impressive technical programming achievement performed to impress a romantic

    - by DVK
    OK, so the archetypal human story is for a guy to go out and impress the girl with some wonderful achievement like slaying a dragon or building a monument or conquering neighboring tribe. This being enlightened 21st century on SO, let's morph this into a: StackOverflower performing a feat of programming to impress a romantic interest. There are two ways to do this: Technical achievement: Impressing a person with suitable background/understanding of programming with actual coding powerss you displayed. A dumb movie example would be that kid in "Hackers" move showing off his hacking skills in front of Angeline Jolie. Artistic achievement: Impressing a person with a result of running said code, whether they understand just how incredible the code itself is. An example is the animated ANSI rose (for a guy who actually wrote the ANSI code) This question is only about the first kind (technical achievements) - e.g. the person of interest was presented with impressive code/design that (s)he was able to properly appreciate. Rules (what doesn't qualify): The target audience must have been a person of romantic interest (prospective or present significant other or random hook-up). E.g. showing your program to your sister who's also a software developer doesn't count. The achievement must have been done specifically with the goal to impress such a person. However, it is OK if the achievement was done to impress a generic qualifying person, not someone specific. Although... if you write code to impress girls in general, I'd say "get a better idea of the opposite sex" The achievement must have been done with the goal of impressing the person. In other words, if you would have done it without romantic interest's knowledge anyway, it doesn't count. As examples, the following does not count: programming for your job. Programming for a coding contest. Open Source program that you'd have done anyway. The precise nature of the awesomeness of the achievement is somewhat irrelevant - from learning entire J2EE in 2 days to writing fancy game engine to implementing Python compiler in LOGO. As long as it's programming/software development related. The achievement should preferably be something other people would rank highly as well. If your date was impressed with your skill at calculating Fibonacci sequence without recursive function calls, it doesn't mean most developers will be. But it does mean you need to start finding better things to do on dates ;)

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  • RMI-applets - Cannot understand error message

    - by aeter
    In a simple RMI game I'm writing (an assignment in uni), I reveice: java.rmi.MarshalException: error marshalling arguments; nested exception is: java.net.SocketException: Broken pipe at sun.rmi.server.UnicastRef.invoke(UnicastRef.java:138) at java.rmi.server.RemoteObjectInvocationHandler.invokeRemoteMethod(RemoteObjectInvocationHandler.java:178) at java.rmi.server.RemoteObjectInvocationHandler.invoke(RemoteObjectInvocationHandler.java:132) at $Proxy2.drawWorld(Unknown Source) at PlayerServerImpl$1.actionPerformed(PlayerServerImpl.java:180) at javax.swing.Timer.fireActionPerformed(Timer.java:271) at javax.swing.Timer$DoPostEvent.run(Timer.java:201) at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209) at java.awt.EventQueue.dispatchEvent(EventQueue.java:597) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122) The error message appears after the second Player is registered with the RMI Server and the server starts to send the image (the array of pixels) to the 2 applets. The PlayerImpl and the PlayerServerImpl both extend UnicastRemoteObject. I have been struggling with other error messages for some time now, but I cannot understand how to troubleshoot this one. Please help. The relevant parts of the code are: PlayerServerImpl.java: ... timer = new Timer(10, new ActionListener() { // every 10 milliseconds do: @Override public void actionPerformed(ActionEvent e) { ... BufferedImage buff_image = new BufferedImage(GAME_APPLET_WIDTH, GAME_APPLET_HEIGHT, BufferedImage.TYPE_INT_RGB); // create a graphics context on the buffered image Graphics buff_g = buff_image.createGraphics(); ... // draw the score somewhere on the screen buff_g.drawString(score, GAME_APPLET_WIDTH - 20, 10); ... int[] rgbs = new int[GAME_APPLET_WIDTH * GAME_APPLET_HEIGHT]; int imgPixelsGrabbed[] = buff_image.getRGB(0,0,GAME_APPLET_WIDTH,GAME_APPLET_HEIGHT,rgbs,0,GAME_APPLET_WIDTH); // send the new state to the applets for (Player player : players) { player.drawWorld(imgPixelsGrabbed); System.out.println("Sent image to player"); } PlayerImpl.java: private PlayerApplet applet; public PlayerImpl(PlayerApplet applet) throws RemoteException { super(); this.applet = applet; } ... @Override public void drawWorld(int[] imgPixelsGrabbed) throws RemoteException { applet.setWorld(imgPixelsGrabbed); applet.repaint(); } ... PlayerApplet.java: ... private int[] world; // an array of pixels for the new image to be drawn ... // register players player = new PlayerImpl(applet); String serverIPAddressPort = ipAddressField.getText(); if (validateIPAddressPort(serverIPAddressPort)) { server = (PlayerServer) Naming.lookup("rmi://" + serverIPAddressPort + "/PlayerServer"); server.register(player); idPlayer = server.sendPlayerID(); ... @Override public void update(Graphics g) { buff_img = createImage((ImageProducer) new MemoryImageSource(getWidth(), getHeight(), world, 0, getWidth())); Graphics gr = buff_img.getGraphics(); paint(gr); g.drawImage(buff_img, 0, 0, this); } public void setWorld(int[] world) { this.world = world; }

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  • Passing Flash variables to PHP.

    - by user340553
    Hi, I have a simple standalone application written in Visual Basic that I'm porting to a browser based application using PHP/javascript. The original VB application has some simple embedded flash games with token and point counters. The token and point values are being passed as variables between the application and the game. I'm trying to achieve the same effect in my PHP port without modifying the actionscript code( using the variables in actionscript that already exist). Below is Visual Basic code that's loading a value from a database and posting that value to flash using FlashVars: Private Sub loadPlayer() Try If CtblPoints.CheckPointsByID(mCard) Then objPoints = CtblPoints.GettblPointsByID(mCard) objPlayerAc = CtblPlayerAccount.GettblPlayerAccountByPlayerID(objPoints.AccountId) objPlayer = CtblPlayer.GettblPlayerByID(objPlayerAc.PlayerID) objPlayerBal = CtblPlayerBalance.GettblPlayerBalanceByID(objPlayerAc.PlayerID) objPlayerAcDetail = CtblPlayerAccountDetail.GettblPlayerAccountDetailByAmount(objPoints.AccountId) strTotalPoints = Convert.ToString(objPlayerAc.Points) strTotalWin = Convert.ToString(objPlayerBal.TokenAmount) 'Dim intTokenAmount As Decimal = Convert.ToDecimal(objPlayerBal.TokenAmount) 'strTotalWin = Convert.ToString(Convert.ToInt64(intTokenAmount * 100)) flashPlayer.Size = panelGame.Size flashPlayer.FlashVars = "totalEntries=" & strTotalPoints & "&credit=" & strTotalWin flashPlayer.LoadMovie(0, strGameFile) flashPlayer.Play() Else Me.Close() Dim frmInvCrd As New frmInvalidCard frmInvCrd.ShowDialog() End If Catch ex As Exception End Try I'm trying to recreate this in PHP, but I'm at a loss as to how to begin implementing it. The variables in flash are declared publicly, and global imports used: import com.atticmedia.console.*; import flash.display.*; import flash.events.*; import flash.geom.*; import flash.media.*; import flash.net.*; import flash.system.*; import flash.utils.*; First declaration of variable 'totalEntries' is: public var totalEntries:int = 0; and this is a snip of totalEntries being used in the actionscript public function notifyServerOfUnwonCredits(param1) { var remainder:* = param1; if (this.useServer) { this.targetWinAmount = 0; this.cancelUpdateOverTime = F9.setEnterFrame(this.updateOverTime); fscommand("OverTime", "" + remainder); this.flashVarsUpdatedAction = function () { originalTotalWin = totalWin; return; }// end function ; } else { this.setTotalEntries(100000); this.setTotalWin(0); } return; }// end function Eventually I'll be passing these values back to a mySQL database. Any insight into this would be extremely helpful, Thanks!

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  • Using android gesture on top of menu buttons

    - by chriacua
    What I want is to have an options menu where the user can choose to navigate the menu between: 1) touching a button and then pressing down on the trackball to select it, and 2) drawing predefined gestures from Gestures Builder As it stands now, I have created my buttons with OnClickListener and the gestures with GestureOverlayView. Then I select starting a new Activity depending on whether the using pressed a button or executed a gesture. However, when I attempt to draw a gesture, it is not picked up. Only pressing the buttons is recognized. The following is my code: public class Menu extends Activity implements OnClickListener, OnGesturePerformedListener { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); //create TextToSpeech myTTS = new TextToSpeech(this, this); myTTS.setLanguage(Locale.US); //create Gestures mLibrary = GestureLibraries.fromRawResource(this, R.raw.gestures); if (!mLibrary.load()) { finish(); } // Set up click listeners for all the buttons. View playButton = findViewById(R.id.play_button); playButton.setOnClickListener(this); View instructionsButton = findViewById(R.id.instructions_button); instructionsButton.setOnClickListener(this); View modeButton = findViewById(R.id.mode_button); modeButton.setOnClickListener(this); View statsButton = findViewById(R.id.stats_button); statsButton.setOnClickListener(this); View exitButton = findViewById(R.id.exit_button); exitButton.setOnClickListener(this); GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); } public void onGesturePerformed(GestureOverlayView overlay, Gesture gesture) { ArrayList<Prediction> predictions = mLibrary.recognize(gesture); // We want at least one prediction if (predictions.size() > 0) { Prediction prediction = predictions.get(0); // We want at least some confidence in the result if (prediction.score > 1.0) { // Show the gesture Toast.makeText(this, prediction.name, Toast.LENGTH_SHORT).show(); //User drew symbol for PLAY if (prediction.name.equals("Play")) { myTTS.shutdown(); //connect to game // User drew symbol for INSTRUCTIONS } else if (prediction.name.equals("Instructions")) { myTTS.shutdown(); startActivity(new Intent(this, Instructions.class)); // User drew symbol for MODE } else if (prediction.name.equals("Mode")){ myTTS.shutdown(); startActivity(new Intent(this, Mode.class)); // User drew symbol to QUIT } else { finish(); } } } } @Override public void onClick(View v) { switch (v.getId()){ case R.id.instructions_button: startActivity(new Intent(this, Instructions.class)); break; case R.id.mode_button: startActivity(new Intent(this, Mode.class)); break; case R.id.exit_button: finish(); break; } } Any suggestions would be greatly appreciated!

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  • PulpCore music playback - loop sound and animate volume

    - by Peter Perhác
    I have been experimenting with PulpCore, trying to create my own tower defence game (not-playable yet), and I am enjoying it very much I ran into a problem that I can't quite figure out. I extended PulpCore with the JOrbis thing to allow OGG files to be played. Works fine. However, pulpCore seems to have a problem with looping the sound WHILE animating the volume level. I tried this with wav file too, to make sure it isn't jOrbis that breaks it. The code is like this: Sound bgMusic = Sound.load("music/music.ogg"); Playback musicPlayback; ... musicVolume = new Fixed(0.75); musicPlayback = bgMusic.loop(musicVolume); //TODO figure out why it's NOT looping when volume is animated // musicVolume.animate(0, musicVolume.get(), FADE_IN_TIME); This code, for as long as the last line is commented out, plays the music.ogg again and again in an endless loop (which I can stop by calling stop on the Playback object returned from loop(). However, I would like the music to fade in smoothly, so following the advice of the PulpCore API docs, I added the last line which will create the fade-in but the music will only play once and then stop. I wonder why is that? Here is a bit of the documentation: Playback pulpcore.sound.Sound.loop(Fixed level) Loops this sound clip with the specified volume level (0.0 to 1.0). The level may have a property animation attached. Parameters: level Returns: a Playback object for this unique sound playback (one Sound can have many simultaneous Playback objects) or null if the sound could not be played. So what could be the problem? I repeat, with the last line, the sound fades in but doesn't loop, without it it loops but starts with the specified 0.75 volume level. Why can't I animate the volume of the looped music playback? What am I doing wrong? Anyone has any experience with pulpCore and has come across this problem? Anyone could please download PulpCore and try to loop music which fades-in (out)? note: I need to keep a reference to the Playback object returned so I can kill music later.

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  • Our embedded linux system won't recognize a USB Device if it is plugged in before powerup. Suggestions?

    - by Blaine
    We are developing on a small embedded device. This device us a gumstix overo board running OpenEmbedded linux. We have our development almost completely done, and have run into the strangest of bugs that we can't figure out. We have a USB Device (Spectrophotometer) that has a USB2.0 Connection and an external power supply for the light source. Typical behavior is that you plug in the power supply, then the USB connection to a host. When the usb connection is detected by the device, the device boots up and enables the light source and fan. The device is then able to be used by the host system. The problem is that if the device is plugged into the Gumstix before we turn on the Gumstix, the USB Device apparently is not probed by the system (and hence does not turn on). Under a normal situation, when the connection is initialized by plugging in the usb cable, the spectro turns itself on and becomes available to the system (this can be seen via "lsusb" typically). Neither of these things are happening. There is no device detected via "lsusb" and no dmesg errors of any kind that we can see. It is as if the device is not plugged in. The device does show up and work fine if we unplug the USB cable and plug it back in once the system is booted up. It turns on and shows up on the usb bus, and we can access it with our driver. On any other desktop or laptop, it does not matter if the host system is on or off when we plug in the spectrometer. This behavior is what I would consider to be "normal" - that the usb system is probed and initialized at boot time, and the usb devices come online. In other words, our system is fully functional as long as we plug in the usb device after the system is booted up. Unfortunately this isn't possible in our final product - everything comes on at once. Additional Info: 1) We have tried a flash drive attached to the system when the system is turned off. Booting up the system brings the flash drive online, as expected 2) There are no messages regarding the spectro or usb device (using dmesg). "lsusb" only lists the USB hubs / controllers. It is literally as if the device is not present and not plugged in. 3) We have tried a brand new image from gumstix and an older image from last year. Both images have this problem. This problem exists on all 3 gumstix devices we use. Does anyone have any suggestions? From what I can tell it isn't really possible to do a complete "reboot" of the usb system that is a complete emulation of "unplugging" and "replugging" a usb device. I feel like what is happening is that there is no initial probe on the usb bus that would trigger the usb handshaking, but this is somehow specific to the spectro. This seems to be a kernel issue or at least an issue in how the kernel is initializing the usb subsystem. I'm not really sure though. I have tried the gumstix mailing list, but there doesn't seem to be anyone who has seen this issue before. Any advice or suggestions on where to start looking would be fantastic. Thank you! Blaine output etc. $ uname -a Linux overo 2.6.33 #1 Tue Apr 27 08:35:38 PDT 2010 armv7l GNU/Linux When the system is up and running and spectro is plugged in (working as intended), this is lsusb: Bus 001 Device 116: ID 2457:1022 Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 2.00 bDeviceClass 0 (Defined at Interface level) bDeviceSubClass 0 bDeviceProtocol 0 bMaxPacketSize0 64 idVendor 0x2457 idProduct 0x1022 bcdDevice 0.02 iManufacturer 1 USB4000 1.01.11 iProduct 2 Ocean Optics USB4000 iSerial 0 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 46 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0x80 (Bus Powered) MaxPower 400mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 4 bInterfaceClass 255 Vendor Specific Class bInterfaceSubClass 0 bInterfaceProtocol 0 iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x01 EP 1 OUT bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0200 1x 512 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x82 EP 2 IN bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0200 1x 512 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x86 EP 6 IN bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0200 1x 512 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0200 1x 512 bytes bInterval 0 Device Qualifier (for other device speed): bLength 10 bDescriptorType 6 bcdUSB 2.00 bDeviceClass 0 (Defined at Interface level) bDeviceSubClass 0 bDeviceProtocol 0 bMaxPacketSize0 64 bNumConfigurations 1 Device Status: 0x0000 (Bus Powered) dmesg output: usb usb1: usb auto-resume hub 1-0:1.0: hub_resume usb usb2: usb auto-resume ehci-omap ehci-omap.0: resume root hub hub 1-0:1.0: state 7 ports 1 chg 0000 evt 0000 hub 2-0:1.0: hub_resume hub 2-0:1.0: state 7 ports 3 chg 0000 evt 0000 hub 1-0:1.0: hub_suspend usb usb1: bus auto-suspend hub 2-0:1.0: hub_suspend usb usb2: bus auto-suspend ehci-omap ehci-omap.0: suspend root hub usb usb2: usb resume ehci-omap ehci-omap.0: resume root hub hub 2-0:1.0: hub_resume ehci-omap ehci-omap.0: GetStatus port 2 status 001803 POWER sig=j CSC CONNECT hub 2-0:1.0: port 2: status 0501 change 0001 hub 2-0:1.0: state 7 ports 3 chg 0004 evt 0000 hub 2-0:1.0: port 2, status 0501, change 0000, 480 Mb/s ehci-omap ehci-omap.0: port 2 high speed ehci-omap ehci-omap.0: GetStatus port 2 status 001005 POWER sig=se0 PE CONNECT usb 2-2: new high speed USB device using ehci-omap and address 2 ehci-omap ehci-omap.0: port 2 high speed ehci-omap ehci-omap.0: GetStatus port 2 status 001005 POWER sig=se0 PE CONNECT usb 2-2: default language 0x0409 usb 2-2: udev 2, busnum 2, minor = 129 usb 2-2: New USB device found, idVendor=2457, idProduct=1022 usb 2-2: New USB device strings: Mfr=1, Product=2, SerialNumber=0 usb 2-2: Product: Ocean Optics USB4000 usb 2-2: Manufacturer: USB4000 1.01.11 usb 2-2: uevent usb 2-2: usb_probe_device usb 2-2: configuration #1 chosen from 1 choice usb 2-2: uevent usb 2-2: adding 2-2:1.0 (config #1, interface 0) usb 2-2:1.0: uevent drivers/usb/core/inode.c: creating file '002' dmesg has nothing to say, and lusb simply lists nothing else but the two default usb controllers / hubs if we plug the device in before the system is turned on.

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  • Delay keyboard input help

    - by Stradigos
    I'm so close! I'm using the XNA Game State Management example found here and trying to modify how it handles input so I can delay the key/create an input buffer. In GameplayScreen.cs I've declared a double called elapsedTime and set it equal to 0. In the HandleInput method I've changed the Key.Right button press to: if (keyboardState.IsKeyDown(Keys.Left)) movement.X -= 50; if (keyboardState.IsKeyDown(Keys.Right)) { elapsedTime -= gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsedTime <= 0) { movement.X += 50; elapsedTime = 10; } } else { elapsedTime = 0; } The pseudo code: If the right arrow key is not pressed set elapsedTime to 0. If it is pressed, the elapsedTime equals itself minus the milliseconds since the last frame. If the difference then equals 0 or less, move the object 50, and then set the elapsedTime to 10 (the delay). If the key is being held down elapsedTime should never be set to 0 via the else. Instead, after elapsedTime is set to 10 after a successful check, the elapsedTime should get lower and lower because it's being subtracted by the TotalMilliseconds. When that reaches 0, it successfully passes the check again and moves the object once more. The problem is, it moves the object once per press but doesn't work if you hold it down. Can anyone offer any sort of tip/example/bit of knowledge towards this? Thanks in advance, it's been driving me nuts. In theory I thought this would for sure work. CLARIFICATION Think of a grid when your thinking about how I want the block to move. Instead of just fluidly moving across the screen, it's moving by it's width (sorta jumping) to the next position. If I hold down the key, it races across the screen. I want to slow this whole process down so that holding the key creates an X millisecond delay between it 'jumping'/moving by it's width. EDIT: Turns out gameTime.ElapsedGameTime.TotalMilliseconds is returning 0... all of the time. I have no idea why.

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  • Am I crazy? (How) should I create a jQuery content editor?

    - by Brendon Muir
    Ok, so I created a CMS mainly aimed at Primary Schools. It's getting fairly popular in New Zealand but the one thing I hate with a passion is the largely bad quality of in browser WYSIWYG editors. I've been using KTML (made by InterAKT which was purchased by Adobe a few years ago). In my opinion this editor does a lot of great things (image editing/management, thumbnailing and pretty good content editing). Unfortunately time has had its nasty way with this product and new browsers are beginning to break features and generally degrade the performance of this tool. It's also quite scary basing my livelihood on a defunct product! I've been hunting, in fact I regularly hunt around to see if anything has changed in the WYSIWYG arena. The closest thing I've seen that excites me is the WYSIHAT framework, but they've decided to ignore a pretty relevant editing paradigm which I'm going to outline below. This is the idea for my proposed editor, and I don't know of any existing products that can do this properly: Right, so the traditional model for editing let's say a Page in a CMS is to log into a 'back end' and click edit on the page. This will then load another screen with the editor in it and perhaps a few other fields. More advanced CMS's will maybe have several editing boxes that are for different portions of the page. Anyway, the big problem with this way of doing things is that the user is editing a document outside of the final context it will appear in. In the simplest terms, this means the page template. Many things can be wrong, e.g. the with of the editing area might be different to the width of the actual template area. The height is nearly always fixed because existing editors always seem to use IFRAMES for backward compatibility. And there are plenty of other beefs which I'm sure you're quite aware of if you're in this development area. Here's my editor utopia: You click 'Edit Page': The actual page (with its actual template) displays. Portions of the page have been marked as editable via a class name. You click on one of these areas (in my case it'd just be the big 'body' area in the middle of the template) and a editing bar drops down from the top of the screen with all your standard controls (bold, italic, insert image etc...). Iframes are never used, instead we rely on setting contentEditable to true on the DIV's in question. Firefox 2 and IE6 can go away, let's move on. You can edit the page knowing exactly how it will look when you save it. Because all the styles for this template are loaded, your headings will look correct, everything will be just dandy. Is this such a radical concept? Why are we still content with TinyMCE and that other editor that is too embarrassing to use because it sounds like a swear word!? Let's face the facts: I'm a JavaScript novice. I did once play around in this area using the Javascript Anthology from SitePoint as a guide. It was quite a cool learning experience, but they of course used the IFRAME to make their lives easier. I tried to go a different route and just use contentEditable and even tried to sidestep the native content editing routines (execCommand) and instead wrote my own. They kind of worked but there were always issues. Now we have jQuery, and a few libraries that abstract things like IE's lack of Range support. I'm wondering, am I crazy, or is it actually a good idea to try and build an editor around this editing paradigm using jQuery and relevant plugins to make the job easier? My actual questions: Where would you start? What plugins do you know of that would help the most? Is it worth it, or is there a magical project that already exists that I should join in on? What are the biggest hurdles to overcome in a project like this? Am I crazy? I hope this question has been posted on the right board. I figured it is a technical question as I'm wanting to know specific hurdles and pitfalls to watch out for and also if it is technically feasible with todays technology. Looking forward to hearing peoples thoughts and opinions.

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  • Does this MSDN article violate MVVM?

    - by rasx
    This may be old news but back in March 2009, this article, “Model-View-ViewModel In Silverlight 2 Apps,” has a code sample that includes DataServiceEntityBase: // COPIED FROM SILVERLIGHTCONTRIB Project for simplicity /// <summary> /// Base class for DataService Data Contract classes to implement /// base functionality that is needed like INotifyPropertyChanged. /// Add the base class in the partial class to add the implementation. /// </summary> public abstract class DataServiceEntityBase : INotifyPropertyChanged { /// <summary> /// The handler for the registrants of the interface's event /// </summary> PropertyChangedEventHandler _propertyChangedHandler; /// <summary> /// Allow inheritors to fire the event more simply. /// </summary> /// <param name="propertyName"></param> protected void FirePropertyChanged(string propertyName) { if (_propertyChangedHandler != null) { _propertyChangedHandler(this, new PropertyChangedEventArgs(propertyName)); } } #region INotifyPropertyChanged Members /// <summary> /// The interface used to notify changes on the entity. /// </summary> event PropertyChangedEventHandler INotifyPropertyChanged.PropertyChanged { add { _propertyChangedHandler += value; } remove { _propertyChangedHandler -= value; } } #endregion What this class implies is that the developer intends to bind visuals directly to data (yes, a ViewModel is used but it defines an ObservableCollection of data objects). Is this design diverging too far from the guidance of MVVM? Now I can see some of the reasons Why would we go this way: what we can do with DataServiceEntityBase is this sort of thing (which is intimate with the Entity Framework): // Partial Method to support the INotifyPropertyChanged interface public partial class Game : DataServiceEntityBase { #region Partial Method INotifyPropertyChanged Implementation // Override the Changed partial methods to implement the // INotifyPropertyChanged interface // This helps with the Model implementation to be a mostly // DataBound implementation partial void OnDeveloperChanged() { base.FirePropertyChanged("Developer"); } partial void OnGenreChanged() { base.FirePropertyChanged("Genre"); } partial void OnListPriceChanged() { base.FirePropertyChanged("ListPrice"); } partial void OnListPriceCurrencyChanged() { base.FirePropertyChanged("ListPriceCurrency"); } partial void OnPlayerInfoChanged() { base.FirePropertyChanged("PlayerInfo"); } partial void OnProductDescriptionChanged() { base.FirePropertyChanged("ProductDescription"); } partial void OnProductIDChanged() { base.FirePropertyChanged("ProductID"); } partial void OnProductImageUrlChanged() { base.FirePropertyChanged("ProductImageUrl"); } partial void OnProductNameChanged() { base.FirePropertyChanged("ProductName"); } partial void OnProductTypeIDChanged() { base.FirePropertyChanged("ProductTypeID"); } partial void OnPublisherChanged() { base.FirePropertyChanged("Publisher"); } partial void OnRatingChanged() { base.FirePropertyChanged("Rating"); } partial void OnRatingUrlChanged() { base.FirePropertyChanged("RatingUrl"); } partial void OnReleaseDateChanged() { base.FirePropertyChanged("ReleaseDate"); } partial void OnSystemNameChanged() { base.FirePropertyChanged("SystemName"); } #endregion } Of course MSDN code can seen as “toy code” for educational purposes but is anyone doing anything like this in the real world of Silverlight development?

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  • Java: repetition, overuse -- problem?

    - by HH
    I try to be as minimalist as possible. Repetition is a problem. I hate it. When is it really a problem? what is static-overuse? what is field-method overuse? what is class-overuse? are there more types of overuse? Problem A: when it is too much to use of static? private static class Data { private static String fileContent; private static SizeSequence lineMap; private static File fileThing; private static char type; private static boolean binary; private static String name; private static String path; } private static class Print { //<1st LINE, LEFT_SIDE, 2nd LINE, RIGHT_SIDE> private Integer[] printPositions=new Integer[4]; private static String fingerPrint; private static String formatPrint; } Problem B: when it is too much to get field data with private methods? public Stack<Integer> getPositions(){return positions;} public Integer[] getPrintPositions(){return printPositions;} private Stack<String> getPrintViews(){return printViews;} private Stack<String> getPrintViewsPerFile(){return printViewsPerFile;} public String getPrintView(){return printView;} public String getFingerPrint(){return fingerPrint;} public String getFormatPrint(){return formatPrint;} public String getFileContent(){return fileContent;} public SizeSequence getLineMap(){return lineMap;} public File getFile(){return fileThing;} public boolean getBinary(){return binary;} public char getType(){return type;} public String getPath(){return path;} public FileObject getData(){return fObj;} public String getSearchTerm(){return searchTerm;} Related interface overuse overuse of static in a Game

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  • Block element text overflow problem in IE7

    - by Adomas
    I'm making a "sort elements" web game using jQuery, HTML & CSS. While everything works fine in FF, IE8, Opera, Chrome, I'm having problem with IE7 wrapping words inside block elements. Here's how it looks in IE7 (wrong): Link (cannot post images as a new user) In IE8 the box with wrapped text would just expand to fit it whole in one line without any overflows. Sorry, can't give another link as a new user Don't mind the element order as it's random. Elements are dynamically generated by jQuery. HTML code: <div class="ui-sortable" id="area"> <span class="object">: </span> <span class="object">1998- </span> <span class="object">ISSN 1392-4087</span> <span class="object">, </span> <span class="object">. </span> <span class="object">nepriklausomas savaitraštis buhalteriams, finansininkams, auditoriams</span> <span class="object">. </span> <span class="object">. </span> <span class="object">. </span> <span class="object">Vilnius</span> <span class="object">1998- </span> <span class="object"><em>Apskaitos, audito ir mokesciu aktualijos</em></span> </div> CSS code (irrelevant info like fonts & colors removed): #area { min-height: 160px; width: 760px; } .object { display: block; float: left; text-align: center; width: auto; } Any comments on why does IE7 does that? How do I make these spans expand to fit the whole text in one line in IE7 and not wrap the text or make overflows?

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  • 23warning: assignment makes pointer from integer without a cast

    - by FILIaS
    Im new in programming c with arrays and files. Im just trying to run the following code but i get warnings like that: 23 44 warning: assignment makes pointer from integer without a cast Any help? It might be silly... but I cant find what's wrong. #include<stdio.h> FILE *fp; FILE *cw; char filename_game[40],filename_words[40]; int main() { while(1) { /* Input filenames. */ printf("\n Enter the name of the file with the cryptwords array: \n"); gets(filename_game); printf("\n Give the name of the file with crypted words:\n"); gets(filename_words); /* Try to open the file with the game */ if (fp=fopen("crypt.txt","r")!=NULL) //line23 { printf("\n Successful opening %s \n",filename_game); fclose(fp); puts("\n Enter x to exit,any other to continue! \n "); if ( (getc(stdin))=='x') break; else continue; } else { fprintf(stderr,"ERROR!%s \n",filename_game); puts("\n Enter x to exit,any other to continue! \n"); if (getc(stdin)=='x') break; else continue; } /* Try to open the file with the names. */ if (cw=fopen("words.txt","r")!=NULL) //line 44 { printf("\n Successful opening %s \n",filename_words); fclose(cw); puts("\n Enter x to exit,any other to continue \n "); if ( (getc(stdin))=='x') break; else continue; } else { fprintf(stderr,"ERROR!%s \n",filename_words); puts("\n Enter x to exit,any other to continue! \n"); if (getc(stdin)=='x') break; else continue; } } return 0; }

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  • Neural Network Always Produces Same/Similar Outputs for Any Input

    - by l33tnerd
    I have a problem where I am trying to create a neural network for Tic-Tac-Toe. However, for some reason, training the neural network causes it to produce nearly the same output for any given input. I did take a look at Artificial neural networks benchmark, but my network implementation is built for neurons with the same activation function for each neuron, i.e. no constant neurons. To make sure the problem wasn't just due to my choice of training set (1218 board states and moves generated by a genetic algorithm), I tried to train the network to reproduce XOR. The logistic activation function was used. Instead of using the derivative, I multiplied the error by output*(1-output) as some sources suggested that this was equivalent to using the derivative. I can put the Haskell source on HPaste, but it's a little embarrassing to look at. The network has 3 layers: the first layer has 2 inputs and 4 outputs, the second has 4 inputs and 1 output, and the third has 1 output. Increasing to 4 neurons in the second layer didn't help, and neither did increasing to 8 outputs in the first layer. I then calculated errors, network output, bias updates, and the weight updates by hand based on http://hebb.mit.edu/courses/9.641/2002/lectures/lecture04.pdf to make sure there wasn't an error in those parts of the code (there wasn't, but I will probably do it again just to make sure). Because I am using batch training, I did not multiply by x in equation (4) there. I am adding the weight change, though http://www.faqs.org/faqs/ai-faq/neural-nets/part2/section-2.html suggests to subtract it instead. The problem persisted, even in this simplified network. For example, these are the results after 500 epochs of batch training and of incremental training. Input |Target|Output (Batch) |Output(Incremental) [1.0,1.0]|[0.0] |[0.5003781562785173]|[0.5009731800870864] [1.0,0.0]|[1.0] |[0.5003740346965251]|[0.5006347214672715] [0.0,1.0]|[1.0] |[0.5003734471544522]|[0.500589332376345] [0.0,0.0]|[0.0] |[0.5003674110937019]|[0.500095157458231] Subtracting instead of adding produces the same problem, except everything is 0.99 something instead of 0.50 something. 5000 epochs produces the same result, except the batch-trained network returns exactly 0.5 for each case. (Heck, even 10,000 epochs didn't work for batch training.) Is there anything in general that could produce this behavior? Also, I looked at the intermediate errors for incremental training, and the although the inputs of the hidden/input layers varied, the error for the output neuron was always +/-0.12. For batch training, the errors were increasing, but extremely slowly and the errors were all extremely small (x10^-7). Different initial random weights and biases made no difference, either. Note that this is a school project, so hints/guides would be more helpful. Although reinventing the wheel and making my own network (in a language I don't know well!) was a horrible idea, I felt it would be more appropriate for a school project (so I know what's going on...in theory, at least. There doesn't seem to be a computer science teacher at my school). EDIT: Two layers, an input layer of 2 inputs to 8 outputs, and an output layer of 8 inputs to 1 output, produces much the same results: 0.5+/-0.2 (or so) for each training case. I'm also playing around with pyBrain, seeing if any network structure there will work. Edit 2: I am using a learning rate of 0.1. Sorry for forgetting about that. Edit 3: Pybrain's "trainUntilConvergence" doesn't get me a fully trained network, either, but 20000 epochs does, with 16 neurons in the hidden layer. 10000 epochs and 4 neurons, not so much, but close. So, in Haskell, with the input layer having 2 inputs & 2 outputs, hidden layer with 2 inputs and 8 outputs, and output layer with 8 inputs and 1 output...I get the same problem with 10000 epochs. And with 20000 epochs. Edit 4: I ran the network by hand again based on the MIT PDF above, and the values match, so the code should be correct unless I am misunderstanding those equations. Some of my source code is at http://hpaste.org/42453/neural_network__not_working; I'm working on cleaning my code somewhat and putting it in a Github (rather than a private Bitbucket) repository. All of the relevant source code is now at https://github.com/l33tnerd/hsann.

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  • code for TouchPad works, but not for DPAD ...please help me to fix this..

    - by Chandan
    package org.coe.twoD; import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; //import android.graphics.Path; import android.graphics.Rect; //import android.graphics.RectF; import android.os.Bundle; //import android.util.Log; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.View.OnClickListener; public class TwoD extends Activity implements OnClickListener { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); View draw2d = findViewById(R.id.draw_button); draw2d.setOnClickListener(this); } public void onClick(View v) { if (R.id.draw_button == v.getId()) { setContentView(new draw2D(this)); } } public class draw2D extends View { private static final String TAG = "Sudoku"; private float width; // width of one tile private float height; // height of one tile private int selX; // X index of selection private int selY; // Y index of selection private final Rect selRect = new Rect(); public draw2D(Context context) { super(context); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { width = w / 9f; height = h / 9f; getRect(selX, selY, selRect); Log.d(TAG, "onSizeChanged: width " + width + ", height " + height); super.onSizeChanged(w, h, oldw, oldh); } @Override protected void onDraw(Canvas canvas) { // Draw the background... Paint background = new Paint(); background.setColor(getResources().getColor(R.color.background)); canvas.drawRect(0, 0, getWidth(), getHeight(), background); // Draw the board... // Define colors for the grid lines Paint dark = new Paint(); dark.setColor(getResources().getColor(R.color.dark)); Paint hilite = new Paint(); hilite.setColor(getResources().getColor(R.color.hilite)); Paint light = new Paint(); light.setColor(getResources().getColor(R.color.light)); // Draw the minor grid lines for (int i = 0; i < 9; i++) { canvas.drawLine(0, i * height, getWidth(), i * height, light); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), light); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } // Draw the major grid lines for (int i = 0; i < 9; i++) { if (i % 3 != 0) continue; canvas.drawLine(0, i * height, getWidth(), i * height, dark); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), dark); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } /* * dark.setColor(Color.MAGENTA); Path circle= new Path(); * circle.addCircle(150, 150, 100, Path.Direction.CW); * canvas.drawPath(circle, dark); * * * Path rect=new Path(); * * RectF rectf= new RectF(150,200,250,300); rect.addRect(rectf, * Path.Direction.CW); canvas.drawPath(rect, dark); * * * canvas.drawRect(0, 0,250, 250, dark); * * * canvas.drawText("Hello", 200,200, dark); */ Paint selected = new Paint(); selected.setColor(Color.GREEN); canvas.drawRect(selRect, selected); } /* * public boolean onTouchEvent(MotionEvent event){ * if(event.getAction()!=MotionEvent.ACTION_DOWN) return * super.onTouchEvent(event); * select((int)(event.getX()/width),(int)(event.getY()/height)); * * * return true; } */ private void select(int x, int y) { invalidate(selRect); selX = Math.min(Math.max(x, 0), 8); selY = Math.min(Math.max(y, 0), 8); getRect(selX, selY, selRect); invalidate(selRect); } @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return super.onKeyUp(keyCode, event); } @Override public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) return super.onTouchEvent(event); select((int) (event.getX() / width), (int) (event.getY() / height)); // game.showKeypadOrError(selX, selY); Log.d(TAG, "onTouchEvent: x " + selX + ", y " + selY); return true; } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { Log.d(TAG, "onKeyDown: keycode=" + keyCode + ", event=" + event); switch (keyCode) { case KeyEvent.KEYCODE_DPAD_UP: select(selX, selY - 1); break; case KeyEvent.KEYCODE_DPAD_DOWN: select(selX, selY + 1); break; case KeyEvent.KEYCODE_DPAD_LEFT: select(selX - 1, selY); break; case KeyEvent.KEYCODE_DPAD_RIGHT: select(selX + 1, selY); break; default: return super.onKeyDown(keyCode, event); } return true; } private void getRect(int x, int y, Rect rect) { rect.set((int) (x * width), (int) (y * height), (int) (x * width + width), (int) (y * height + height)); } } }

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  • I've got my 2D/3D conversion working perfectly, how to do perspective

    - by user346992
    Although the context of this question is about making a 2d/3d game, the problem i have boils down to some math. Although its a 2.5D world, lets pretend its just 2d for this question. // xa: x-accent, the x coordinate of the projection // mapP: a coordinate on a map which need to be projected // _Dist_ values are constants for the projection, choosing them correctly will result in i.e. an isometric projection xa = mapP.x * xDistX + mapP.y * xDistY; ya = mapP.x * yDistX + mapP.y * yDistY; xDistX and yDistX determine the angle of the x-axis, and xDistY and yDistY determine the angle of the y-axis on the projection (and also the size of the grid, but lets assume this is 1-pixel for simplicity). x-axis-angle = atan(yDistX/xDistX) y-axis-angle = atan(yDistY/yDistY) a "normal" coordinate system like this --------------- x | | | | | y has values like this: xDistX = 1; yDistX = 0; xDistY = 0; YDistY = 1; So every step in x direction will result on the projection to 1 pixel to the right end 0 pixels down. Every step in the y direction of the projection will result in 0 steps to the right and 1 pixel down. When choosing the correct xDistX, yDistX, xDistY, yDistY, you can project any trimetric or dimetric system (which is why i chose this). So far so good, when this is drawn everything turns out okay. If "my system" and mindset are clear, lets move on to perspective. I wanted to add some perspective to this grid so i added some extra's like this: camera = new MapPoint(60, 60); dx = mapP.x - camera.x; // delta x dy = mapP.y - camera.y; // delta y dist = Math.sqrt(dx * dx + dy * dy); // dist is the distance to the camera, Pythagoras etc.. all objects must be in front of the camera fac = 1 - dist / 100; // this formula determines the amount of perspective xa = fac * (mapP.x * xDistX + mapP.y * xDistY) ; ya = fac * (mapP.x * yDistX + mapP.y * yDistY ); Now the real hard part... what if you got a (xa,ya) point on the projection and want to calculate the original point (x,y). For the first case (without perspective) i did find the inverse function, but how can this be done for the formula with the perspective. May math skills are not quite up to the challenge to solve this. ( I vaguely remember from a long time ago mathematica could create inverse function for some special cases... could it solve this problem? Could someone maybe try?)

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  • Cross domain form submit does not work on Chrome and IE

    - by Debiprasad
    I am having an unexpected issue while submitting a from. The action of the form is a different domain. And the method is get. Here to the code of the from: <div style="width: 100%; background-color: #09334D; margin: 0 0 15px 0; padding: 10px; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px;" <form action="http://www.flipkart.com/search-book" method="get"> <a href="http://www.flipkart.com/?affid=debiprasad"> <img alt="Flipkart.com" style="vertical-align:middle" src="http://static.fkcdn.com/www/270/images/flipkart_india.png" /> </a> <input type="hidden" name="affid" value="debiprasad"> <input type="text" name="query" style="height:25px; width: 400px; font-size: 16px;"> <select onchange="$(this).closest('form').attr('action', 'http://www.flipkart.com/search-' + $(this).val());" style="height:25px; width: 150px; font-size: 16px;"> <option value='book' selected>Books</option> <option value='music'>Music</option> <option value='movie'>Movies & TV</option> <option value='game'>Games</option> <option value='mobile'>Mobiles</option> </select> <input type="submit" value="Search" style="height:25px; width: 100px; font-size: 16px; background: url('http://static.fkcdn.com/www/270/images/fkart/search_button_bg.png') repeat-x scroll 0 0 transparent; border: 1px solid #915A13; color: #3C2911; cursor: pointer; font-family: 'lucida grande',tahoma,verdana,arial,sans-serif; font-weight: bold; padding: 0 17px 0 15px; margin: 0; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px;"> </form> The form is located at: http://wheretobuyonline.in/ When I click on the "Search" (submit) button, it does not submit. This problem happens in Chrome and IE (8). But works without any problem on Firefox.

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  • GCC: Simple inheritance test fails

    - by knight666
    I'm building an open source 2D game engine called YoghurtGum. Right now I'm working on the Android port, using the NDK provided by Google. I was going mad because of the errors I was getting in my application, so I made a simple test program: class Base { public: Base() { } virtual ~Base() { } }; // class Base class Vehicle : virtual public Base { public: Vehicle() : Base() { } ~Vehicle() { } }; // class Vehicle class Car : public Vehicle { public: Car() : Base(), Vehicle() { } ~Car() { } }; // class Car int main(int a_Data, char** argv) { Car* stupid = new Car(); return 0; } Seems easy enough, right? Here's how I compile it, which is the same way I compile the rest of my code: /home/oem/android-ndk-r3/build/prebuilt/linux-x86/arm-eabi-4.4.0/bin/arm-eabi-g++ -g -std=c99 -Wall -Werror -O2 -w -shared -fshort-enums -I ../../YoghurtGum/src/GLES -I ../../YoghurtGum/src -I /home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/include -c src/Inheritance.cpp -o intermediate/Inheritance.o (Line breaks are added for clarity). This compiles fine. But then we get to the linker: /home/oem/android-ndk-r3/build/prebuilt/linux-x86/arm-eabi-4.4.0/bin/arm-eabi-gcc -lstdc++ -Wl, --entry=main, -rpath-link=/system/lib, -rpath-link=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib, -dynamic-linker=/system/bin/linker, -L/home/oem/android-ndk-r3/build/prebuilt/linux-x86/arm-eabi-4.4.0/lib/gcc/arm-eabi/4.4.0, -L/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib, -rpath=../../YoghurtGum/lib/GLES -nostdlib -lm -lc -lGLESv1_CM -z /home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib/crtbegin_dynamic.o /home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib/crtend_android.o intermediate/Inheritance.o ../../YoghurtGum/bin/YoghurtGum.a -o bin/Galaxians.android As you can probably tell, there's a lot of cruft in there that isn't really needed. That's because it doesn't work. It fails with the following errors: intermediate/Inheritance.o:(.rodata._ZTI3Car[typeinfo for Car]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Inheritance.o:(.rodata._ZTI7Vehicle[typeinfo for Vehicle]+0x0): undefined reference to `vtable for __cxxabiv1::__vmi_class_type_info' intermediate/Inheritance.o:(.rodata._ZTI4Base[typeinfo for Base]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' collect2: ld returned 1 exit status make: *** [bin/Galaxians.android] Fout 1 These are the same errors I get from my actual application. If someone could explain to me where I went wrong in my test or what option or I forgot in my linker, I would be very, extremely grateful. Thanks in advance. UPDATE: When I make my destructors non-inlined, I get new and more exciting link errors: intermediate/Inheritance.o:(.rodata+0x78): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Inheritance.o:(.rodata+0x90): undefined reference to `vtable for __cxxabiv1::__vmi_class_type_info' intermediate/Inheritance.o:(.rodata+0xb0): undefined reference to `vtable for __cxxabiv1::__class_type_info' collect2: ld returned 1 exit status make: *** [bin/Galaxians.android] Fout 1

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  • How to make this sub-sub-query work?

    - by Josh Weissbock
    I am trying to do this in one query. I asked a similar question a few days ago but my personal requirements have changed. I have a game type website where users can attend "classes". There are three tables in my DB. I am using MySQL. I have four tables: hl_classes (int id, int professor, varchar class, text description) hl_classes_lessons (int id, int class_id, varchar lessonTitle, varchar lexiconLink, text lessonData) hl_classes_answers (int id, int lesson_id, int student, text submit_answer, int percent) hl_classes stores all of the classes on the website. The lessons are the individual lessons for each class. A class can have infinite lessons. Each lesson is available in a specific term. hl_classes_terms stores a list of all the terms and the current term has the field active = '1'. When a user submits their answers to a lesson it is stored in hl_classes_answers. A user can only answer each lesson once. Lessons have to be answered sequentially. All users attend all "classes". What I am trying to do is grab the next lesson for each user to do in each class. When the users start they are in term 1. When they complete all 10 lessons in each class they move on to term 2. When they finish lesson 20 for each class they move on to term 3. Let's say we know the term the user is in by the PHP variable $term. So this is my query I am currently trying to massage out but it doesn't work. Specifically because of the hC.id is unknown in the WHERE clause SELECT hC.id, hC.class, (SELECT MIN(output.id) as nextLessonID FROM ( SELECT id, class_id FROM hl_classes_lessons hL WHERE hL.class_id = hC.id ORDER BY hL.id LIMIT $term,10 ) as output WHERE output.id NOT IN (SELECT lesson_id FROM hl_classes_answers WHERE student = $USER_ID)) as nextLessonID FROM hl_classes hC My logic behind this query is first to For each class; select all of the lessons in the term the current user is in. From this sort out the lessons the user has already done and grab the MINIMUM id of the lessons yet to be done. This will be the lesson the user has to do. I hope I have made my question clear enough.

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  • Silverlight with MVVM Inheritance: ModelView and View matching the Model

    - by moonground.de
    Hello Stackoverflowers! :) Today I have a special question on Silverlight (4 RC) MVVM and inheritance concepts and looking for a best practice solution... I think that i understand the basic idea and concepts behind MVVM. My Model doesn't know anything about the ViewModel as the ViewModel itself doesn't know about the View. The ViewModel knows the Model and the Views know the ViewModels. Imagine the following basic (example) scenario (I'm trying to keep anything short and simple): My Model contains a ProductBase class with a few basic properties, a SimpleProduct : ProductBase adding a few more Properties and ExtendedProduct : ProductBase adding another properties. According to this Model I have several ViewModels, most essential SimpleProductViewModel : ViewModelBase and ExtendedProductViewModel : ViewModelBase. Last but not least, according Views SimpleProductView and ExtendedProductView. In future, I might add many product types (and matching Views + VMs). 1. How do i know which ViewModel to create when receiving a Model collection? After calling my data provider method, it will finally end up having a List<ProductBase>. It containts, for example, one SimpleProduct and two ExtendedProducts. How can I transform the results to an ObservableCollection<ViewModelBase> having the proper ViewModel types (one SimpleProductViewModel and two ExtendedProductViewModels) in it? I might check for Model type and construct the ViewModel accordingly, i.e. foreach(ProductBase currentProductBase in resultList) if (currentProductBase is SimpleProduct) viewModels.Add( new SimpleProductViewModel((SimpleProduct)currentProductBase)); else if (currentProductBase is ExtendedProduct) viewModels.Add( new ExtendedProductViewModels((ExtendedProduct)currentProductBase)); ... } ...but I consider this very bad practice as this code doesn't follow the object oriented design. The other way round, providing abstract Factory methods would reduce the code to: foreach(ProductBase currentProductBase in resultList) viewModels.Add(currentProductBase.CreateViewModel()) and would be perfectly extensible but since the Model doesn't know the ViewModels, that's not possible. I might bring interfaces into game here, but I haven't seen such approach proven yet. 2. How do i know which View to display when selecting a ViewModel? This is pretty the same problem, but on a higher level. Ended up finally having the desired ObservableCollection<ViewModelBase> collection would require the main view to choose a matching View for the ViewModel. In WPF, there is a DataTemplate concept which can supply a View upon a defined DataType. Unfortunately, this doesn't work in Silverlight and the only replacement I've found was the ResourceSelector of the SLExtensions toolkit which is buggy and not satisfying. Beside that, all problems from Question 1 apply as well. Do you have some hints or even a solution for the problems I describe, which you hopefully can understand from my explanation? Thank you in advance! Thomas

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  • Programming graphics and sound on PC - Total newbie questions, and lots of them!

    - by Russel
    Hello, This isn't exactly specifically a programming question (or is it?) but I was wondering: How are graphics and sound processed from code and output by the PC? My guess for graphics: There is some reserved memory space somewhere that holds exactly enough room for a frame of graphics output for your monitor. IE: 800 x 600, 24 bit color mode == 800x600x3 = ~1.4MB memory space Between each refresh, the program writes video data to this space. This action is completed before the monitor refresh. Assume a simple 2D game: the graphics data is stored in machine code as many bytes representing color values. Depending on what the program(s) being run instruct the PC, the processor reads the appropriate data and writes it to the memory space. When it is time for the monitor to refresh, it reads from each memory space byte-for-byte and activates hardware depending on those values for each color element of each pixel. All of this of course happens crazy-fast, and repeats x times a second, x being the monitor's refresh rate. I've simplified my own likely-incorrect explanation by avoiding talk of double buffering, etc Here are my questions: a) How close is the above guess (the three steps)? b) How could one incorporate graphics in pure C++ code? I assume the practical thing that everyone does is use a graphics library (SDL, OpenGL, etc), but, for example, how do these libraries accomplish what they do? Would manual inclusion of graphics in pure C++ code (say, a 2D spite) involve creating a two-dimensional array of bit values (or three dimensional to include multiple RGB values per pixel)? Is this how it would be done waaay back in the day? c) Also, continuing from above, do libraries such as SDL etc that use bitmaps actual just build the bitmap/etc files into machine code of the executable and use them as though they were build in the same matter mentioned in question b above? d) In my hypothetical step 3 above, is there any registers involved? Like, could you write some byte value to some register to output a single color of one byte on the screen? Or is it purely dedicated memory space (=RAM) + hardware interaction? e) Finally, how is all of this done for sound? (I have no idea :) )

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  • Looking for Fiddler2 help. connection to gateway refused? Just got rid of a virus

    - by John Mackey
    I use Fiddler2 for facebook game items, and it's been a great success. I accessed a website to download some dat files I needed. I think it was eshare, ziddu or megaupload, one of those. Anyway, even before the rar file had downloaded, I got this weird green shield in the bottom right hand corner of my computer. It said a Trojan was trying to access my computer, or something to that extent. It prompted me to click the shield to begin anti-virus scanning. It turns out this rogue program is called Antivirus System Pro and is pretty hard to get rid of. After discovering the rogue program, I tried using Fiddler and got the following error: [Fiddler] Connection to Gateway failed.Exception Text: No connection could be made because the target machine actively refused it 127.0.0.1:5555 I ended up purchasing SpyDoctor + Antivirus, which I'm told is designed specifically for getting rid of these types of programs. Anyway, I did a quick-scan last night with spydoctor and malware bytes. Malware picked up 2 files, and Spydoctor found 4. Most were insignificant, but it did find a worm called Worm.Alcra.F, which was labeled high-priority. I don’t know if that’s the Anti-Virus Pro or not, but SpyDoctor said it got rid of all of those successfully. I tried to run Fiddler again before leaving home, but was still getting the "gateway failed" error. Im using the newest version of firefox. When I initially set up the Fiddler 2.2.8.6, I couldn’t get it to run at first, so I found this faq on the internet that said I needed to go through ToolsOptionsSettings and set up an HTTP Proxy to 127.0.0.1 and my Port to 8888. Once I set that up and downloaded this fiddler helper as a firefox add-on, it worked fine. When I turn on fiddler, it automatically takes my proxy setting from no proxy (default) to the 127.0.0.1 with Port 8888 set up. It worked fine until my computer detected this virus. Anyway, hopefully I've given you sufficient information to offer me your best advice here. Like I said, Spydoctor says the bad stuff is gone, so maybe the rogue program made some type of change in my fiddler that I could just reset or uncheck or something like that? Or will I need to completely remove fiddler and those dat files and rar files I downloaded? Any help would be greatly appreciated. Thanks for your time.

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