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  • How to calculate Sin function quicker and more precisely?

    - by user1297181
    I want to calculate y(n)=32677Sin(45/1024•n), where y is an integer and n ranges from 0 to 2048. How can I make this process quicker and more precisely? Now I want to show you a reference answer: Since Sin(a+b)=Sin(a)Cos(b)+Cos(a)Sin(b) And Cos(a+b)=Cos(a)Cos(b)-Sin(a)Cos(b). So I can store Sin(45/1024•1) andCos(45/1024•1) ` only.Then use this formula: Sin(45/1024•2)=Sin(45/1024•1+45/1024•1), Cos(45/1024•2)=Cos(45/1024•1+45/1024•1), .... `Sin(45/1024•n)=Sin(45/1024•(n-1)+45/1024•1) `, `Cos(45/1024•n)=Cos(45/1024•(n-1)+45/1024•1) `, This way maybe quicker without storing large array.

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  • In regards to applet games and UDP

    - by Tom Steinberg
    I've got about a year in Java experience, and would like to set up a server and client for an applet game. However, there doesn't appear to be any tutorials out there on anything like I want to use. I would the server to be able to store an array of x and y coordinates with a player name somehow associated to them, and send them to multiple clients in a short time span. I would like the client implemented in the applet, and be able to request any player's position data. I'd like to use UDP, because it seems to be the best option for efficient (if less reliable) transmission of data. If anyone could give me some pointers on how to do such a project, or point me to an appropriate tutorial, I'd certainly appreciate it.

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  • LibGDX - SpriteBatch's .draw() method requiring float[]

    - by just_a_programmer
    Please excuse my lack of knowledge with LibGDX, as I have just started learning it. I am going through some simple tutorials, and in one of them, I draw a string onto the screen like so: // the following code is in the main file in the core project folder: // this is in the create() method: private SpriteBatch batch; batch = new SpriteBatch(); // this is in the render() method: batch.draw(batch, "Hello world", 200, 200); I am getting an error saying: The method draw(texture, float[], int, int) in the type SpriteBatch is not applicable for the arguments (SpriteBatch, int, int) So, LibGDX wants a float array to draw instead of a string? Thanks in advance.

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • How to implement the light trails for a tron game?

    - by Link
    Well I was creating a TRON style game, but had an issue with creating the actual light trails for the game. What I'm doing currently is I have an array the same size as my window in pixel size, implemented like this: int* collision[800][600]; Then when the bike goes on a certain pixel, it is marked with a 1 for traveled on. However what is the most efficient way to create a working light trail display? I tried to do something like this: int i, j; for(i=0; i<800; i++) for(j=0; j<600; j++) if(*collision[i][j] == 1) Image::applySurface(i, j, trailSurface, gameScreen); But it isn't working properly? It just fills the whole screen with a sprite instead. Whats a better/faster/working way to do this?

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  • How to implement the setup rules like Clash of Clan?

    - by user25959
    Now I'm already implement the setup build rules which the building could move by unit grid width and height. But the validation detection is poor efficiency. The algorithm cost me 10~12(ms) in average when I move the building. Here is my approach to that: 1.Basic Grid, it is a two dimensional array. Grid[row][column], so that I can save info for each grid. Like whether is it in occupied or excluded. 2.Exclude Space, this is a space which limit same building numbers in space.

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  • What is a good method for coloring textures based on a palette in XNA?

    - by Bob
    I've been trying to work on a game with the look of an 8-bit game using XNA, specifically using the NES as a guide. The NES has a very specific palette and each sprite can use up to 4 colors from that palette. How could I emulate this? The current way I accomplish this is I have a texture with defined values which act as indexes to an array of colors I pass to the GPU. I imagine there must be a better way than this, but maybe this is the best way? I don't want to simply make sure I draw every sprite with the right colors because I want to be able to dynamically alter the palette. I'd also prefer not to alter the texture directly using the CPU.

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  • Why is JavaScript not used for classical application development (compiled software)?

    - by Jose Faeti
    During my years of web development with JavaScript, I come to the conclusion that it's an incredible powerful language, and you can do amazing things with it. It offers a rich set of features, like: Dynamic typing First-class functions Nested functions Closures Functions as methods Functions as Object constructors Prototype-based Objects-based (almost everything is an object) Regex Array and Object literals It seems to me that almost everything can be achieved with this kind of language, you can also emulate OO programming, since it provides great freedom and many different coding styles. With more software-oriented custom functionalities (I/O, FileSystem, Input devices, etc.) I think it will be great to develop applications with. Though, as far as I know, it's only used in web development or in existing softwares as a scripting language only. Only recently, maybe thanks to the V8 Engine, it's been used more for other kind of tasks (see node.js for example). Why until now it's only be relegated only to web development? What is keeping it away from software development?

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • Why are UUID / GUID's in the format they are?

    - by Xeoncross
    Globally Unique Identifiers (GUID) are a grouped string with a specific format which I assume has a security reason. A GUID is most commonly written in text as a sequence of hexadecimal digits separated into five groups, such as: 3F2504E0-4F89-11D3-9A0C-0305E82C3301 Why aren't GUID/UUID strings just random bytes encoded using hexadecimal of X length? This text notation contains the following fields, separated by hyphens: | Hex digits | Description |------------------------- | 8 | Data1 | 4 | Data2 | 4 | Data3 | 4 | Initial two bytes from Data4 | 12 | Remaining six bytes from Data4 There are also several versions of the UUID standards. Version 4 UUIDs are generally internally stored as a raw array of 128 bits, and typically displayed in a format something like: uuid:xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx

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  • Implementing a JS templating engine with current PHP project

    - by SeanWM
    I'm currently working on a PHP project and quickly realizing how useful a templating engine would help me. I have a few tables whose table rows are looped out via a PHP loop. Is it possible to use just a JS templating engine (like Handlebarsjs) to also work with these tables? For example: $arr = array('red', 'green', 'blue'); echo '<table>'; foreach($arr as $value) { echo '<tr><td>' . $value . '</td></tr>'; } echo '</table>'; Now I want to add a column via an ajax call using a JS templating engine. Is this possible? Or do I have to use a templating engine for both server side and client side?

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • Interview question ranking FizzBuzz (1), implementing malloc (10)

    - by blrs
    I'd like to have your opinion on the difficulty of the following interview question: Find the subarray with maximum sum in an array of integers in O(n) time. This trivial sounding problem was made famous by Jon Bentley in his Programming Pearls where he uses it to demonstrate algorithm design techniques. On a scale of 1-10, 1 being the FizzBuzz (or HoppityHop) test and 10 being implement the C stdlib function malloc(), how would you rank the above problem? I think the people who can best answer this question are those who have read Programming Pearls and have tried to solve this problem on their own. To motivate those who haven't, 'Programming Pearls' gets featured many times in the 'Top 10 programming books' list.

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  • Queuing rpc calls

    - by alfa64
    i'm designing a system wich listen to json rpc calls from clients, piles it up inside a list, and if it gets full it should store them in a DB and keep recieving calls. My original plan is to listen to the rpc calls from Perl with the json-rpc and put them in the array. The clients do some long polling in another server to get responses as they appear. What is this blocking/noblocking thing? Should i do a script for node.js to listen to the calls? What do you think is a good practice in this case? The objective is to listen as much calls as possible.

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  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

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  • pop up html as javascript string instead of hidden div for seo [closed]

    - by user1324762
    Possible Duplicate: How bad is it to use display: none in CSS? I have heard that using display:none or visibility:hidden css properties are not a very good idea for seo purposes. I have about 4 different pop up windows to display and each one has about 20 words inside it. I can create hidden divs. Another option is to store div html elements as javascript string. In this way pop up html elements will be generated from javascript string. This will be still faster than using ajax since the data is static. Is this method absolutely safe for SEO? P.S.: I was just asking about similar question on http://stackoverflow.com/questions/12389075/storing-data-in-javascript-array-for-further-use, but this one is different, it is about static data and about SEO.

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  • Partitioning with preseed help

    - by kostasp
    I have a server that has 4 hds inside all in stadalone configurations (no hardware raid). I want using preseed to create a "regular" partition on disk1 on which i ll install ubuntu and create a raid 0 array with the remainning three disks. Is this possible? Can i use partman-auto/method twice inside the preseed file once for regular and once for raid? I need to use this for unattended provisioning so i need to set my disks inside the preseed file. Thanking you all in advance for your time. Costas

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  • How Would You Design This Table?

    - by sooprise
    I have to create a table where each row needs to store 50 number values. Each row will always need to store 50 number values. If this was a smaller number of values, I would just make fields for each of the values, but because there are 50, this approach seems a bit cumbersome (but since it will always be 50 values, maybe this is the correct approach?). Is there a way to store an array of values in a field? This seems like a nice solution, but the concept is almost identical to creating a relational database.

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  • In Search Data Structure And Algorithm Project Title Based on Topic

    - by Salehin Suhaimi
    As the title says, my lecturer gave me a project that i needed to finish in 3 weeks before final semester exams. So i thought i will start now. The requirement is to "build a simple program that has GUI based on all the chapter that we've learned." But i got stuck on WHAT program should i build. Any idea a program that is related to this chapter i've learned? Any input will help. list, array list, linked list, vectors, stacks, Queues, ADT, Hashing, Binary Search Tree, AVL Tree, That's about all i can remember. Any idea where can i start looking?

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  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • Storing a Hex Grid

    - by Pedro Caetano
    I've been creating a small hex grid framework for Unity3D and have come to the following dilema. This is my coordinate system (taken from here) Link because I'm a new user It all works pretty nicely except for the fact I have no idea how to store it. I originally intended to store this in a 2D array and use images to generate my maps. One problem was that it had negative values (this was easily fixed by offsetting the coordinates a bit). However, due to this coordinate system, such an image or bitmap would have to be diamond shaped - and since these structures are square shaped, this would cause a lot of headaches even if I hack something together. Is there anything I'm missing that could fix this? I recall seeing a forum post regarding this in the unity forums but I can no longer find the link. Is writing a set of coordinate translators the best solution here? If you guys think it would be helpful, I can post code and images of my problem.

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  • Creating a new variable versus assigning an existing one

    - by rwallace
    Which is more common, creating a new variable versus assigning an existing variable (field, array element etc - anything that syntactically uses the assignment operator)? The reason I ask is that I'm designing a new language, and wondering which of these two operations should get the shorter syntax. It's not intended to be a pure functional language, or the question wouldn't arise, so I'd ideally like to count usage across large existing code bases in procedural and object-oriented languages like C, C++ and Java, though as far as I can see there isn't an easy way to do this automatically, and going by memory and eyeball, neither is obviously more common than the other.

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  • OpenGL VBOs are slower then glDrawArrays.

    - by Arelius
    So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays to draw all of my triangles. I'm only drawing about 100K triangles, however I'm getting about 15FPS. This is where it gets weird, if I change it to not call glBindBuffer, then change the gl*Pointer calls to be actual pointers into the array I have in system memory, and then call glDrawArrays the same, my framerate jumps up to about 50FPS. Any idea what I weird thing I could be doing that would cause this? Did I maybe forget to call glEnable(GL_ALLOW_VBOS_TO_RUN_FAST) or something?

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  • Is it reasonable for REST resources to be singular and plural?

    - by Evan
    I have been wondering if, rather than a more traditional layout like this: api/Products GET // gets product(s) by id PUT // updates product(s) by id DELETE // deletes (product(s) by id POST // creates product(s) Would it be more useful to have a singular and a plural, for example: api/Product GET // gets a product by id PUT // updates a product by id DELETE // deletes a product by id POST // creates a product api/Products GET // gets a collection of products by id PUT // updates a collection of products by id DELETE // deletes a collection of products (not the products themselves) POST // creates a collection of products based on filter parameters passed So, to create a collection of products you might do: POST api/Products {data: filters} // returns api/Products/<id> And then, to reference it, you might do: GET api/Products/<id> // returns array of products In my opinion, the main advantage of doing things this way is that it allows for easy caching of collections of products. One might, for example, put a lifetime of an hour on collections of products, thus drastically reducing the calls on a server. Of course, I currently only see the good side of doing things this way, what's the downside?

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  • It's Alive!

    - by Oracle OpenWorld Blog Team
    See what leading-edge, provocative, and fascinating new content will be featured at Oracle OpenWorld in 2012. by Karen Shamban It’s what you’ve been waiting for. The Oracle OpenWorld Content Catalog—the central repository for information on sessions, demos, labs, user groups, exhibitors, and more—is live. Right now. In the Content Catalog you can search on tracks, session types, session categories, keywords, and tags. Or, you can search for your favorite speakers to see what they’re presenting this year. And, directly from the catalog, you can share sessions you’re interested in with friends and colleagues through a broad array of social media channels. Start checking out Oracle OpenWorld content now to plan your week at the conference. Then you’ll be ready to sign up for all of your sessions in mid-July when the scheduling tool goes live. Thinking of cross-registering for JavaOne? The JavaOne Content Catalog is also live at this very minute so you can see what great content is on offer there.

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