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  • How can I change the tick marks scale in MATLAB?

    - by Wires
    Hey, I have a matrix A which I am plotting using imagesc(A). The matrix is a 512 X 512 matrix, but I need the axes to be labeled from 0 to 4000 instead of 0 to 512. I can't seem to find where I can change this instead of just changing from where to where the points are plotted!

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  • Hekaton – SQL Server’s in-memory database engine

    - by Christian
    Microsoft have just gone public at the PASS Summit in Seattle about a new SQL Server engine that they’re working on which is optimized for high-memory servers – an in-memory OLTP database engine which is built-in to SQL Server rather than a separate entity.  This means that you can move just the performance critical parts of your database to Hekaton. The new engine really pushes the performance boundaries by eliminating as many instructions as possible: Main memory optimized tables which are decoupled from on-disk structures; Everything is lock and latch free; More work is pushed to compile time so your T-SQL code is compiled natively into low-level code. We’re already working with a customer on an early adoption program so expect to hear from us on what we learn about implementing it!   Christian Bolton - MCA, MCM, MVP Technical Director http://coeo.com - SQL Server Consulting & Managed Services

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  • Running a Silverlight application in the Google App Engine platform

    - by rajbk
    This post shows you how to host a Silverlight application in the Google App Engine (GAE) platform. You deploy and host your Silverlight application on Google’s infrastructure by creating a configuration file and uploading it along with your application files. I tested this by uploading an old demo of mine - the four stroke engine silverlight demo. It is currently being served by the GAE over here: http://fourstrokeengine.appspot.com/ The steps to run your Silverlight application in GAE are as follows: Account Creation Create an account at http://appengine.google.com/. You are allocated a free quota at signup. Select “Create an Application”   Verify your account by SMS   Create your application by clicking on “Create an Application”   Pick an application identifier on the next screen. The identifier has to be unique. You will use this identifier when uploading your application. The application you create will by default be accessible at [applicationidentifier].appspot.com. You can also use custom domains if needed (refer to the docs).   Save your application. Download SDK  We will use the  Windows Launcher for Google App Engine tool to upload our apps (it is possible to do the same through command line). This is a GUI for creating, running and deploying applications. The launcher lets you test the app locally before deploying it to the GAE. This tool is available in the Google App Engine SDK. The GUI is written in Python and therefore needs an installation of Python to run. Download and install the Python Binaries from here: http://www.python.org/download/ Download and install the Google App Engine SDK from here: http://code.google.com/appengine/downloads.html Run the GAE Launcher. Select Create New Application.   On the next dialog, give your application a name (this must match the identifier we created earlier) For Parent Directory, point to the directory containing your Silverlight files. Change the port if you want to. The port is used by the GAE local web server. The server is started if you choose to run the application locally for testing purposes. Hit Save. Configure, Test and Upload As shown below, the files I am interested in uploading for my Silverlight demo app are The html page used to host the Silverlight control The xap file containing the compiled Silverlight application A favicon.ico file.   We now create a configuration file for our application called app.yaml. The app.yaml file specifies how URL paths correspond to request handlers and static files.  We edit the file by selecting our app in the GUI and clicking “Edit” The contents of file after editing is shown below (note that the contents of the file should be in plain text): application: fourstrokeengine version: 1 runtime: python api_version: 1 handlers: - url: /   static_files: Default.html   upload: Default.html - url: /favicon.ico   static_files: favicon.ico   upload: favicon.ico - url: /FourStrokeEngine.xap   static_files: FourStrokeEngine.xap   upload: FourStrokeEngine.xap   mime_type: application/x-silverlight-app - url: /.*   static_files: Default.html   upload: Default.html We have listed URL patterns for our files, specified them as static files and specified a mime type for our xap file. The wild card URL at the end will match all URLs that are not found to our default page (you would normally include a html file that displays a 404 message).  To understand more about app.yaml, refer to this page. Save the file. Run the application locally by selecting “Browse” in the GUI. A web server listening on the port you specified is started (8080 in my case). The app is loaded in your default web browser pointing to http://localhost:8080/. Make sure the application works as expected. We are now ready to deploy. Click the “Deploy” icon. You will be prompted for your username and password. Hit OK. The files will get uploaded and you should get a dialog telling you to “close the window”. We are done uploading our Silverlight application. Go to http://appengine.google.com/ and launch the application by clicking on the link in the “Current Version” column.   You should be taken to a URL which points to your application running in Google’s infrastructure : http://fourstrokeengine.appspot.com/. We are done deploying our application! Clicking on the link in the Application column will take you to the Admin console where you can see stats related to system usage.  To learn more about the Google Application Engine, go here: http://code.google.com/appengine/docs/whatisgoogleappengine.html

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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How to break terrain (in blender) into Chunks for a game engine

    - by Red
    I've created an island in blender. 2048x2048 blender units. The engine developer wants me to split the terrain into 128x128 "chunks" so that would be 16x16 "chunks" from a top down view. The engine isn't using height maps, in order to allow caves, 3d overhangs, etc. I'm not in charge of the engine, so suggestions about that aren't needed here :/ I just need a good, seamless way to split a terrain mesh into 16x16 pieces without leaving holes. I'm very new to blender, so baby steps are very much welcomed :) Here's a quick render of what i've got so far. I added a plane to show sea level but i've since removed it. http://i.imgur.com/qTsoC.png

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Spring MVC vs raw servlets and template engine?

    - by Gigatron
    I've read numerous articles about the Spring MVC framework, and I still can't see the benefits of using it. It looks like writing even a simple application with it requires creating a big hodgepodge of XML files and annotations and other reams of code to conform to what the framework wants, a whole bunch of moving parts to accomplish a simple single task. Any time I look at a Spring example, I can see how I can write something with the same functionality using a simple servlet and template engine (e.g. FreeMarker, StringTemplate), in half the lines of code and little or no XML files and other artifacts. Just grab the data from the session and request, call the application domain objects if necessary, pass the results to the template engine to generate the resulting web page, done. What am I missing? Can you describe even one example of something that is actually made simpler with Spring than using a combination of raw servlets with a template engine? Or is Spring MVC just one of those overly complicated things that people use only because their boss tells them to use it?

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • C++ Game engine time scale

    - by I Phantasm I
    i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not the fps) like creating a slow motion effect ... i have no idea how this could be accomplished so any help would be appreciated. if this help im using windows, Opengl and C++ in the game engine... How my engine is setup i have an update and draw function...update is called 25 times per second while display is called as much as possible.

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