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  • Per fragment lighting with OpenGL 4.x tessellated model

    - by Finlaybob
    I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the screenshots, the lighting is broken (though admittedly doesn't look too bad in the image) I've tried to add a normal map to the equation but it still doesn't come out right, I can calculate the normals, tangents and binormals per triangle in the geometry shader but still looks wrong. I think the question would be; How do I add per fragment lighting to a tessellated model? The teapot is 32 16-point patches, the plane is one single 16 point patch. The shaders are here, but they are a complete mess, so I don't blame anyone who cant make sense of them. But peruse at your leisure if you like. Also, if this question is more suited to be somewhere else i.e. Stack Overflow or the Programming stack please let me know.

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  • Search for the Content You Don't Want to Miss

    - by Oracle OpenWorld Blog Team
    by Meg Ehman The Oracle OpenWorld 2013 content catalog is now live—more accessible than ever with all you need to know about sessions, speakers, demos, labs, user groups, exhibitors, and more. This year, for the first time, you’ll find all Oracle conference content in a single catalog. You can browse the entire catalog at one time, or filter your search by conference, product, session, speaker, or other keywords.  If you find a session you think friends or colleagues would like to attend, share it with them through Facebook or Twitter. Start checking out Oracle OpenWorld content now to make sure you know how to plan your week at the conference. Then when Schedule Builder goes live in early August you’ll be ready to sign up quickly to have the best chance for getting into all of the great sessions you want to.   Search Content Catalog NowLearn More about Oracle OpenWorldRegister for Oracle OpenWorld

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  • Dashboard to aggregate Google Analytics, Facebook, YouTube etc tracking data?

    - by Richard
    I'd like to see as much tracking data as possible about my online presence, in one single dashboard - so views/conversions from Google Analytics data, the performance of my Facebook campaigns via the Insights API, views/clicks from my YouTube campaigns, etc. This could be as simple as a graph with time on the x-axis, and key indicators from each source on the y-axis (conversions from Analytics, likes on Facebook, views on YouTube, etc). The idea is that I can see customer engagement with each source, over time. I can write my own such dashboard easily enough, but I wondered if there was something off-the-shelf that already did this. Apologies if this isn't the right forum for such a question - would appreciate tips for the best place to ask.

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  • Avoiding "double" subscriptions

    - by john smith
    I am working on a website that requires a bit of marketing; let me explain. This website is offering a single, say, iTunes 50$ voucher to a lucky winner. To be entered in the draw, you need to invite (and has to join) at least one friend to the website. Pretty straightforward. Now, of course it would be easy for anyone to just create a fake account and invite that account so, I was thinking of some other way to somehow find out of possible cheating. I was thinking of an IP check on the newly subscribed (invited) user, and if there is the same IP logged in the last 24 hours, and if that's the case, investigate more about it. But I was thinking that maybe there is a more clever way around this issue. Has anyone ever though about this? What other solutions did you try? Thanks in advance.

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  • State Pattern - should a state know about its context?

    - by Extrakun
    I am referring to the state pattern as described in this link. In the example class diagram, a context has numerous states. However, it does not show how does a state communicates with a context (perhaps an input in a state has impact on a setting in the context). The two examples on the page shows either passing the context to the state via a function, or storing a reference to the context. Are those advisable? Are there other ways for a state to communicate with a context? Update to an edit: For instance, I am doing a remote control which can have several states. Say, the context has a setting for Volume, and I am in one of the states which allow me to tweak the volume. How should the state communicates with the context that the volume is being changed?

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  • Asking potential developers to draw UML diagrams during the interview

    - by DotnetDude
    Our interview process currently consists of several coding questions, technical questions and experiences at their current and previous jobs. Coding questions are typically a single method that does something (Think of it as fizzbuzz or reverse a string kind of question) We are planning on introducing an additional step where we give them a business problem and ask them to draw a flowchart, activity, class or a sequence diagram. We feel that our current interview process does not let us evaluate the candidate's thinking at a higher level (which is relevant for architect/senior level positions). To give you some context, we are a mid size software company with around 30 developers in the team. If you have this step in your interview process, how has it improved your interviewing veracity? If not, what else has helped you evaluate the candidates better from a technical perspective.

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • Best language or tool for automating tedious manual tasks [closed]

    - by Jon Hopkins
    We all have tasks that come up from time to time that we think we'd be better off scripting or automating than doing manually. Obviously some tools or languages are better for this than others - no-one (in their right mind) is doing a one off job of cross referencing a bunch of text lists their PM has just given them in assembler for instance. What one tool or language would you recommend for the sort of general quick and dirty jobs you get asked to do where time (rather than elegance) is of the essence? Background: I'm a former programmer, now development manager PM, looking to learn a new language for fun. If I'm going to learn something for fun I'd like it to be useful and this sort of use case is the most likely to come up.

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  • Google Analytics: tracking subdomains for a profile defined for a subdomain

    - by Alex G
    Hope you can help. We have set up a single property under our Google Analytics account. That property's default URL is set to subdomain1.example.com. We would now like to track multiple subdomains for example.com, under the same property. Seems easy enough: we just need to add _gaq.push(['_setDomainName', 'example.com']); to our tracking code, right? But my question is: does it matter if a) we don't need to track www.example.com (this is tracked under a seperate account and property) and b) the default URL for our property is set to subdomain1.example.com? Will either of these have any impact on data collection?

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  • Should package structure closely resemble class hierarchy?

    - by Panzercrisis
    Pretty simple question. Should package structure closely resemble class hierarchy? If so, how closely? Why or why not? For instance, let's say you've got class A and class B, plus class AFactory and class BFactory. You put class A and class B in the package com.something.elements, and you put AFactory and BFactory in com.something.elements.factories. AFactory and BFactory would be further down the hierarchy package-wise, but they'd be further up class-wise. Is this sort of thing a good idea or a bad idea?

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  • Class design for calling "the same method" on different classes from one place

    - by betatester07
    Let me introduce my situation: I have Java EE application and in one package, I want to have classes which will act primarily as cache for some data from database, for example: class that will hold all articles for our website class that will hold all categories etc. Every class should have some update() method, which will update data for that class from database and also some other methods for data manipulation specific for that data type. Now, I would like to call update() method for all class instances (there will be exactly one class instance for every class) from one place. What is the best design?

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  • clone() only partially doable; how to react?

    - by hllnll
    Suppose we have a class-hierarchy whose base class B requires a clone() method to be defined in its derivations. Whilst this works perfectly for most of them there is this one derivation X that holds an optional reference to a resource/object that can only be referenced from one instance of X. Whilst the rest of X can be cloned without problems this reference would have to be set to null/nil/nullptr. What is the correct way to handle this situation? X::clone() could throw an UncloneableException. Though this would be correct, it is not satisfying. Set the reference to null/nil/nullptr and leave no notice of it. The user of X has to know about Xs "particularities". Require derivations of B to define B::nearestClone(): the user of B has to be aware that the return value might not be a 1:1 clone. Something else?

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  • Cocos2d Box2d contact listener call different method in collided object

    - by roma86
    I have the building object, wen it hit with other, i want to call some method inside it. Building.mm -(void)printTest { NSLog(@"printTest method work correctly"); } in my ContactListener i trying to call it so: ContactListener.mm #import "ContactListener.h" #import "Building.h" void ContactListener::BeginContact(b2Contact* contact) { b2Body* bodyA = contact->GetFixtureA()->GetBody(); b2Body* bodyB = contact->GetFixtureB()->GetBody(); Building *buildA = (Building *)bodyA->GetUserData(); Building *buildB = (Building *)bodyB->GetUserData(); if (buildB.tag == 1) { NSLog(@"tag == 1"); } if (buildA.tag == 2) { NSLog(@"tag == 2"); [buildA printTest]; } } NSLog(@"tag == 2"); work correctly, but [buildA printTest]; get error Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[CCSprite printTest]: unrecognized selector sent to instance 0x18595f0' Obviously I'm referring to the wrong object. How i can get different method and property in contacted objects from contactlistener class? Thanks.

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  • XNA GameTime TotalGameTime slower than real time

    - by robasaurus
    I have set-up an empty test project consisting of a System.Diagnostics.Stopwatch and this in the draw method: spriteBatch.DrawString(font, gameTime.TotalGameTime.TotalSeconds.ToString(), new Vector2(100, 100), Color.White); spriteBatch.DrawString(font, stopwatch.Elapsed.TotalSeconds.ToString(), new Vector2(100, 200), Color.White); The GameTime.TotalGameTime displayed is slower than the stop watch (by about 5 seconds per minute) even though GameTime.IsRunningSlowly is always false, why is this? The reason this is an issue is because I have a server which uses stopwatch and it is faster than my client game. For instance my client notifies the server it has dropped a mine which explodes in one minute. Because the stopwatch is faster the server state explodes the mine before the client and they are out of sync. I don't want to have to notify the client when the server explodes it as this would use unnecessary bandwidth.

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  • Dynamically rewrite URLs upon the user's selection - is it possible?

    - by jitzo
    In my PHP based web application, there's a form that generates a URL according to the user's selection. The form has 7 different fields, each one of them affects the final URL, none of them is mandatory. The final URL can be: /field1/user_setting_of_field1/field3/user_setting_of_field3/field6/user_setting_of_field6/ or just: /field4/user_setting_of_field4 these URLs should be rewritten to- /results.php?field1=user_setting_of_field1&field3=user_setting_of_field3&field6=user_setting_of_field6 and: /results.php?field4=user_setting_of_field4 Is it possible to create a single rewrite rule that will cover these variations? I'd hate to create different rewrite rule for every possible scenario, it'll take forever... I'm currently developing the app on a Windows machine with IIS 7.5, but will eventually deploy it to an Apache server. Is it possible in both? I currently need to solve it for the IIS environment, and later on for Apache.

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  • schema.org specification for generic pages or posts on a CMS

    - by NateWr
    I'm trying to determine the best possible schema.org type to declare for the content section in the template of a content management system, which will handle regular news posts for small, local hospitality businesses. The type should represent the content of that page, which is likely to be a wide range of things. The description for Article pretty strongly encourages its use to be limited to the articles of a publication. For purely semantic reasons, I'm not sure if Blog is appropriate in this case -- businesses won't be creating typical "blog" content but are more likely to be writing about upcoming events, special deals, awards, etc. Would Webpage be appropriate in this instance? Although I'm a fan of the schema.org concept, I frequently find myself unsure how broadly or narrowly I'm meant to infer the meaning of a type. In such cases, is it safe to use a high-level element, such as CreativeWork, or does this blunt the usefulness of the markup?

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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • Multi Column Block Too Narrow in Chrome

    - by aksarben
    My Web site displays song lyrics in a multi-column format, using CSS3. Both Firefox & MSIE 10+ display the multi-column text perfectly, but Chrome does not. This sample page shows the problem: http://www.hymntime.com/tch/test/html5/html5-multicolumn-test.htm The page uses a media selector, so your Chrome window must be at least 1280 pixels wide to see the effect. In fact, if you make the Chrome window less than 1280 pixels, you'll see the lyrics block change to a single column, of the same overall width. In other words, when Chrome shifts to 1-column to 2-column mode (due to the wider browser window), the lyrics block remains the same width, causing text to be squeezed together. Has anyone else seen this behavior, or know a solution? Is this a Chrome bug, or I am I doing something wrong? I posted this question on a Chrome forum a while back, but got no reply.

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  • Is it relevant to warn about truncating real constants to 32 bits?

    - by zneak
    I'm toying around with LLVM and looking at what it would take to make yet another strongly-typed language, and now that I'm around the syntax, I've noticed that it seems to be a pet peeve of strongly typed language to warn people that their constants won't fit inside a float: // both in Java and C# float foo = 3.2; // error: implicitly truncating a double into a float // or something along these lines Why doesn't this work in Java and C#? I know it's easy to add the f after the 3.2, but is it really doing anything useful? Must I really be that aware that I'm using single-precision reals instead of double-precision reals? Maybe I'm just missing something (which, basically, is why I'm asking). Note that float foo = [const] is not the same thing as float foo = [double variable], where requiring the cast seems normal to me.

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  • How to cross-compile programs for the Raspberry Pi with gcc?

    - by InkBlend
    I am fond of using gcc to compile small little C and C++ programs on my main computer. However, I also have a Raspberry Pi, and, being a 700-MHz single-core computer, I would prefer to not have to do my development work on it every time I want to create a binary for it. How (for I know that there's a way) do I cross-compile my program for the Raspberry Pi using my x86 laptop? And is there a way that I may compile C(++) programs on the Pi but produce an x86 binary? If it's any help, "The SoC is a Broadcom BCM2835. This contains an ARM1176JZFS, with floating point..." (according to the official Raspberry Pi FAQ).

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  • You Can Deliver an Engaging Online Experience Across All Phases of the Customer Journey

    - by Christie Flanagan
    Engage. Empower. Optimize. Today’s customers have higher expectations and more choices than ever before.  To succeed in this environment, organizations must deliver an engaging online experience that is personalized, interactive and consistent across all phases of the customer journey. This requires a new approach that connects and optimizes all customer touch points as they research, select and transact with your brand.  Oracle WebCenter Sites combines with other customer experience applications such as Oracle ATG Commerce, Oracle Endeca, Oracle Real-Time Decisions and Siebel CRM to deliver a connected customer experience across your websites and campaigns. Attend this Webcast to learn how Oracle WebCenter: Works with Oracle ATG Commerce and Oracle Endeca to deliver consistent and engaging browsing, shopping and search experiences across all of your customer facing websites Enables you to optimize the performance of your online initiatives through integration with Oracle Real-Time Decisions for automated targeting and segmentation Connects with Siebel CRM to maintain a single view of the customer and integrate campaigns across channels Register now for the Webcast.

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  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • FTP won't open a connection to client

    - by Ben
    I am running Windows server 2008 on Ubuntu server 12.04.1 via devstack and I am trying to download a file from an ftp server using the windows command line ftp client. When I run the ftp get command I get the following error message: 500 I won't open a connection to 10.0.0.2 (only to XX.XX.XX.XX) 425 No data connection 10.0.0.2 is the internal IP address of the instance, whereas XX.XX.XX.XX is the external address. Is there anyway to make the ftp client use the external address for the data connection, or alternatively have the client establish the connection? Thanks

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  • Forum that integrates into CMS and has curated category pages with tagged threads

    - by user6172
    I'm looking for a forum that meets these requirements: Login using Facebook/Twitter/OpenID etc. User profiles with reward system Voting/thumbs up function Categories and tags for sorting threads Custom category pages with moderated static header Embeddable threads and categories (For example, a whole category or single thread can be integrated into wordpress) API to users, discussions etc. I've looked at forums like Vanilla, Disqus, OSQA etc, but none seem to match the above "hybrid criteria". Hosted or self-hosted doesn't matter but I'm really looking for something that can be integrated into an existing CMS to replace comments while at the same time have curated category pages and user profiles. Thanks.

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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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