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  • How to resolve concurrent ramp collisions in 2d platformer?

    - by Shaun Inman
    A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky walls/floors). Solid bodies are resolved by testing the body-in-motion's new X with the old Y and adjusting if necessary before testing the new X with the new Y, again adjusting if necessary. Works great. Ramps (rectangles with a flag set indicating bottom-left, bottom-right, etc) are resolved by calculating the ratio of penetration along the x-axis and setting a new Y accordingly (with some checks to make sure the body-in-motion isn't attacking from the tall or flat side, in which case the ramp is treated as a normal rectangle). This also works great. Side-by-side ramps, eg. \/ and /\, work fine but things get jittery and unpredictable when a top-down ramp is directly above a bottom-up ramp, eg. < or > or when a bottom-up ramp runs right up to the ceiling/top-down ramp runs right down to the floor. I've been able to lock it down somewhat by detecting whether the body-in-motion hadFloor when also colliding with a top-down ramp or hadCeiling when also colliding with a bottom-up ramp then resolving by calculating the ratio of penetration along the y-axis and setting the new X accordingly (the opposite of the normal behavior). But as soon as the body-in-motion jumps the hasFloor flag becomes false, the first ramp resolution pushes the body into collision with the second ramp and collision resolution becomes jittery again for a few frames. I'm sure I'm making this more complicated than it needs to be. Can anyone recommend a good resource that outlines the best way to address this problem? (Please don't recommend I use something like Box2d or Chipmunk. Also, "redesign your levels" isn't an answer; the body-in-motion may at times be riding another body-in-motion, eg. a platform, that pushes it into a ramp so I'd like to be able to resolve this properly.) Thanks!

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  • nvidia optimus laptops

    - by kellogs
    kellogs@kellogs-K52Jc ~ $ lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 06) 00:1c.5 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 6 (rev 06) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 06) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 06) 02:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 03:00.0 System peripheral: JMicron Technology Corp. SD/MMC Host Controller (rev 80) 03:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller (rev 80) 03:00.3 System peripheral: JMicron Technology Corp. MS Host Controller (rev 80) 03:00.4 System peripheral: JMicron Technology Corp. xD Host Controller (rev 80) 03:00.5 Ethernet controller: JMicron Technology Corp. JMC250 PCI Express Gigabit Ethernet Controller (rev 03) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 05) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 05) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 05) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 05) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 05) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 05) kellogs@kellogs-K52Jc ~ $ inxi -SGx System: Host: kellogs-K52Jc Kernel: 3.5.0-17-generic x86_64 (64 bit, gcc: 4.7.2) Desktop: KDE 4.9.5 (Qt 4.8.3) Distro: Linux Mint 14 Nadia Graphics: Card: Intel Core Processor Integrated Graphics Controller bus-ID: 00:02.0 X.Org: 1.13.0 drivers: intel (unloaded: fbdev,vesa) Resolution: [email protected] GLX Renderer: Mesa DRI Intel Ironlake Mobile GLX Version: 2.1 Mesa 9.0.3 Direct Rendering: Yes Manufacturer advertises the K52Jc model which I bought as optimus enabled. However, no traces of it in the output above. Of course, Bumblebee would not start on this machine. Should I rest assured that is a defective / un-optimused machine ? thanks

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  • What is this algorithm for converting strings into numbers called?

    - by CodexArcanum
    I've been doing some work in Parsec recently, and for my toy language I wanted multi-based fractional numbers to be expressible. After digging around in Parsec's source a bit, I found their implementation of a floating-point number parser, and copied it to make the needed modifications. So I understand what this code does, and vaguely why (I haven't worked out the math fully yet, but I think I get the gist). But where did it come from? This seems like a pretty clever way to turn strings into floats and ints, is there a name for this algorithm? Or is it just something basic that's a hole in my knowledge? Did the folks behind Parsec devise it? Here's the code, first for integers: number' :: Integer -> Parser Integer number' base = do { digits <- many1 ( oneOf ( sigilRange base )) ; let n = foldl (\x d -> base * x + toInteger (convertDigit base d)) 0 digits ; seq n (return n) } So the basic idea here is that digits contains the string representing the whole number part, ie "192". The foldl converts each digit individually into a number, then adds that to the running total multiplied by the base, which means that by the end each digit has been multiplied by the correct factor (in aggregate) to position it. The fractional part is even more interesting: fraction' :: Integer -> Parser Double fraction' base = do { digits <- many1 ( oneOf ( sigilRange base )) ; let base' = fromIntegral base ; let f = foldr (\d x -> (x + fromIntegral (convertDigit base d))/base') 0.0 digits ; seq f (return f) Same general idea, but now a foldr and using repeated division. I don't quite understand why you add first and then divide for the fraction, but multiply first then add for the whole. I know it works, just haven't sorted out why. Anyway, I feel dumb not working it out myself, it's very simple and clever looking at it. Is there a name for this algorithm? Maybe the imperative version using a loop would be more familiar?

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  • Pragmas and exceptions

    - by Darryl Gove
    The compiler pragmas: #pragma no_side_effect(routinename) #pragma does_not_write_global_data(routinename) #pragma does_not_read_global_data(routinename) are used to tell the compiler more about the routine being called, and enable it to do a better job of optimising around the routine. If a routine does not read global data, then global data does not need to be stored to memory before the call to the routine. If the routine does not write global data, then global data does not need to be reloaded after the call. The no side effect directive indicates that the routine does no I/O, does not read or write global data, and the result only depends on the input. However, these pragmas should not be used on routines that throw exceptions. The following example indicates the problem: #include <iostream extern "C" { int exceptional(int); #pragma no_side_effect(exceptional) } int exceptional(int a) { if (a==7) { throw 7; } else { return a+1; } } int a; int c=0; class myclass { public: int routine(); }; int myclass::routine() { for(a=0; a<1000; a++) { c=exceptional(c); } return 0; } int main() { myclass f; try { f.routine(); } catch(...) { std::cout << "Something happened" << a << c << std::endl; } } The routine "exceptional" is declared as having no side effects, however it can throw an exception. The no side effects directive enables the compiler to avoid storing global data back to memory, and retrieving it after the function call, so the loop containing the call to exceptional is quite tight: $ CC -O -S test.cpp ... .L77000061: /* 0x0014 38 */ call exceptional ! params = %o0 ! Result = %o0 /* 0x0018 36 */ add %i1,1,%i1 /* 0x001c */ cmp %i1,999 /* 0x0020 */ ble,pt %icc,.L77000061 /* 0x0024 */ nop However, when the program is run the result is incorrect: $ CC -O t.cpp $ ./a.out Something happend00 If the code had worked correctly, the output would have been "Something happened77" - the exception occurs on the seventh iteration. Yet, the current code produces a message that uses the original values for the variables 'a' and 'c'. The problem is that the exception handler reads global data, and due to the no side effects directive the compiler has not updated the global data before the function call. So these pragmas should not be used on routines that have the potential to throw exceptions.

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Mobile Apps: An Ongoing Revolution

    - by Steve Walker
    a guest post from Suhas Uliyar, VP Mobile Strategy, Product Management, Oracle The rise of smartphone apps have proved transformational for businesses, increasing the productivity of employees while simultaneously creating some seriously cool end user experiences. But this is a revolution that is only just beginning. Over the next few years, apps will change everything about the way enterprises work as well as overhauling the experiences of customers. The spark for this revolution is simplicity. Simplicity has already proved important for the front-end of apps, which are now often as compelling and intuitive as consumer apps. Businesses will encourage this trend, both to further increase employee productivity and to attract ‘digital natives’ (as employees and customers). With the variety of front-end development tools available already, this should be a simple mission for developers to accomplish – but front-end simplicity alone is not enough for the enterprise mobile revolution. Without the right content even the most user-friendly app is useless. Yet when it comes to integrating apps with ‘back-end’ systems to enable this content, developers often face a complex, costly and time-consuming task. Then there is security: how can developers strike a balance between complying with enterprise security policies and keeping the user experience simple? Complexity has acted as a brake on innovation, with integration and security compliance swallowing enterprise resources. This is why the simplification of integration, security and scalability is so important: it frees time and money for revolutionary innovation. The key is to put in place a complete and unified SOA integration platform that runs across the entire enterprise and enables organizations to easily integrate and connect applications across IT environments. The platform must also be capable of abstracting apps from the underlying OS and enabling a ‘write-once, run- anywhere’ capability for mobile devices - essential for BYOD environments and integrating third-party apps. Mobile Back-end-as-a-Service can also be very important in streamlining back-end integration. Mobile services offered through the cloud can simplify mobile application development with a standard approach to dealing with complex server-side programming and integration issues. This allows the business to innovate at its own pace while providing developers with a choice of tools to speed development and integration. Finally, there is security, which must be done in a way that encourages users to make the most of their mobile devices and applications. As mobile users, we want convenience and that is why we generally approve of businesses that adopt BYOD policies. Enterprises can safely encourage BYOD as they can separate, protect, and wipe corporate applications by installing a secure ‘container’ around corporate applications on any mobile device. BYOD management also means users’ personal applications and data can be kept separate from the enterprise information – giving them the confidence they need to embrace the use of their devices for corporate apps. Enterprises that place mobility at the heart of what they do will fundamentally transform their businesses and leap ahead of the competition. As businesses take to mobile platforms that simplify integration, security and scalability we will see a blossoming of innovation that will drive new levels of user convenience and create new ways of working that we are only beginning to imagine.

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  • Dual-boot computer won't boot without external hard drive

    - by FrankP
    I have Ubuntu loaded on my external HDD. I tried to unplug the external drive so that this way I could run Windows as the default OS to boot when the computer turns on, but it gives me an error. I need to know how I can make it so that when my computers boots it stops saying Error: no such device: (a whole bunch of numbers and letters) then it says grub rescue>_. If I plug the external HDD in, and I let Ubuntu run the boot process, then it gives me a list of OS's/ HDD's to choose from and Windows 7 is there. The only problem is that I want Windows be my default OS, not the other way around. P.S. I have found that I dislike Ubuntu because I can't even figure out how to install the necessary programs to learn how to start writing Ruby On Rails. So installing it was a waste of my time, in my opinion. Now that I have it on the external hard drive, I will leave it installed though. I just dont want to have to keep that external drive plugged in to my computer all the time. Thank you a ton to whoever can help me! Thank you for the detail'd instructions. I am doing my best to follow you and it makes sense when I read it but, Rescatux is not doing what you said it would. None of the options you said would appear are not there. On my screen there is 4 options when MBR run's none look familiar and when I picked the best possible option based on my educated guesses it said success. I tried to restart my computer and it said Please insert windows recovery disc and hit enter. Problem being I don't have the windows recovery disc. I bought my computer from a local Computer tec and he loads windows on it for you. I have no time to run my compute over to him as sunday is my only day free. I think that I just wrecked my computer in the process of this attempted fix windows refuses to boot now WITH or WITHOUT the HDD. Please help this is getting out of hand

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  • 2D SAT Collision Detection not working when using certain polygons (With example)

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug? Edit: I forgot this function, which gives me the interval distance: float Polygon::GetIntervalDistance(float minA, float maxA, float minB, float maxB) { float intervalDistance; if (minA < minB) { intervalDistance = minB - maxA; } else { intervalDistance = minA - maxB; } return intervalDistance; //A positive value indicates this axis can be separated. } Edit 2: I have recreated the problem in HTML5/Javascript: Demo

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  • Why does my int, booleans, doubles does not work?

    - by SystemNetworks
    As you see, my code does not work. When armor1 is true, it would add my life. goldA is another class. public void goldenArmor(GameContainer gc, StateBasedGame sbg, Graphics g) { if(armor1==true) { goldA.life = life; goldA.intelligence = intelligence; goldA.power = power; goldA.lifeLeft = lifeLeft; goldA.head(); goldA.body(); goldA.legs(); } } My other class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; /* Note: Copyright(C)2012 System Networks | Square NET | Julius Bryan Gambe. You cannot copy the style, story of the game and gameplay! To programmers: The int,doubles,strings,booleans are properly sorted out. Please don't mess it up. */ /* NOTE: We have loops but not for programming. The loop is: 1.show the world to user 2.Obtain input from the user 3.Shows the update, repeat step 1 */ import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; //contents: // public class GoldenArmor{ //get it from play public int life; public double intelligence; public int lifeLeft; public double power; public GoldenArmor() { // TODO Auto-generated constructor stub } //start here public void head() { life += 10; intelligence +=0.5; } public void body() { lifeLeft += 100; } public void legs() { power += 100; } } /* SYSTEM NETWORKS(C) 2012 NET FRONT */ The life, intelligence, power, lifeLeft are nothing but to use it as just reference to prevent stack overflow. And at my main class, it becomes my real booleans, int, doubles. How do I fix this? It does not add it to my normal int.

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  • Behaviour Trees with irregular updates

    - by Robominister
    I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick function again). Every theoretical implementation I have seen of behaviour trees talks of the tree search being carried out every game update - which seems necessary, because a leaf node (eg a behaviour, like 'return to base') needs to be constantly checked to see if is still running, failed or completed. Can anyone suggest how I might start implementing a tree that isnt run every tick, or point me in the direction of good material specific to this case (I am struggling to find anything)? My thoughts so far: action leaf nodes (when they start) must only push some kind of action object onto a list for an entity, rather than directly calling any code that makes the entity do something. The list of actions for the entity would be run every frame (update any that need to run, pop any that have completed from the list). the return state from a given action must be fed back into the tree, so that when we run the tree iteration again (and reach the same action leaf node - so the tree has so far determined that we ought to still be trying this action) - that the action has completed, or is still running etc. If my actual action code is running from an action list on an entity, then I possibly need to cancel previously running actions in the list - i am thinking that I can just delete the entire stack of queued up actions. I've seen the idea of ActionLists which block lower priority actions when a higher priority one is added, but this seems like very close logic to behaviour trees, and I dont want to be duplicating behaviour. This leaves me with some questions 1) How would I feed the action return state back into the tree? Its obvious I need to store some information relating to 'currently executing actions' on the entity, and check that in the tree tick, but I can't imagine how. 2) Does having a seperate behaviour tree (for deciding behaviour) and action list (for carrying out actual queued up actions) sound like a reasonable approach? 3) Is the approach of updating a behaviour tree irregularly actually used by anyone? It seems like a nice idea for budgeting ai search time when you have a lot of ai entities to process. (Edit) - I am also thinking about storing a single instance of a given behaviour tree in memory, and providing it by reference to any entity that uses it. So any information about what action was last selected for execution on an entity must be stored in a data context relative to the entity (which the tree can check). (I am probably answering my own questions as i go!) I hope I have expressed my questions adequately! Thanks in advance for any help :)

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  • Asynchronously returning a hierarchal data using .NET TPL... what should my return object "look" like?

    - by makerofthings7
    I want to use the .NET TPL to asynchronously do a DIR /S and search each subdirectory on a hard drive, and want to search for a word in each file... what should my API look like? In this scenario I know that each sub directory will have 0..10000 files or 0...10000 directories. I know the tree is unbalanced and want to return data (in relation to its position in the hierarchy) as soon as it's available. I am interested in getting data as quickly as possible, but also want to update that result if "better" data is found (better means closer to the root of c:) I may also be interested in finding all matches in relation to its position in the hierarchy. (akin to a report) Question: How should I return data to my caller? My first guess is that I think I need a shared object that will maintain the current "status" of the traversal (started | notstarted | complete ) , and might base it on the System.Collections.Concurrent. Another idea that I'm considering is the consumer/producer pattern (which ConcurrentCollections can handle) however I'm not sure what the objects "look" like. Optional Logical Constraint: The API doesn't have to address this, but in my "real world" design, if a directory has files, then only one file will ever contain the word I'm looking for.  If someone were to literally do a DIR /S as described above then they would need to account for more than one matching file per subdirectory. More information : I'm using Azure Tables to store a hierarchy of data using these TPL extension methods. A "node" is a table. Not only does each node in the hierarchy have a relation to any number of nodes, but it's possible for each node to have a reciprocal link back to any other node. This may have issues with recursion but I'm addressing that with a shared object in my recursion loop. Note that each "node" also has the ability to store local data unique to that node. It is this information that I'm searching for. In other words, I'm searching for a specific fixed RowKey in a hierarchy of nodes. When I search for the fixed RowKey in the hierarchy I'm interested in getting the results FAST (first node found) but prefer data that is "closer" to the starting point of the hierarchy. Since many nodes may have the particular RowKey I'm interested in, sometimes I may want to get a report of ALL the nodes that contain this RowKey.

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  • Inline template efficiency

    - by Darryl Gove
    I like inline templates, and use them quite extensively. Whenever I write code with them I'm always careful to check the disassembly to see that the resulting output is efficient. Here's a potential cause of inefficiency. Suppose we want to use the mis-named Leading Zero Detect (LZD) instruction on T4 (this instruction does a count of the number of leading zero bits in an integer register - so it should really be called leading zero count). So we put together an inline template called lzd.il looking like: .inline lzd lzd %o0,%o0 .end And we throw together some code that uses it: int lzd(int); int a; int c=0; int main() { for(a=0; a<1000; a++) { c=lzd(c); } return 0; } We compile the code with some amount of optimisation, and look at the resulting code: $ cc -O -xtarget=T4 -S lzd.c lzd.il $ more lzd.s .L77000018: /* 0x001c 11 */ lzd %o0,%o0 /* 0x0020 9 */ ld [%i1],%i3 /* 0x0024 11 */ st %o0,[%i2] /* 0x0028 9 */ add %i3,1,%i0 /* 0x002c */ cmp %i0,999 /* 0x0030 */ ble,pt %icc,.L77000018 /* 0x0034 */ st %i0,[%i1] What is surprising is that we're seeing a number of loads and stores in the code. Everything could be held in registers, so why is this happening? The problem is that the code is only inlined at the code generation stage - when the actual instructions are generated. Earlier compiler phases see a function call. The called functions can do all kinds of nastiness to global variables (like 'a' in this code) so we need to load them from memory after the function call, and store them to memory before the function call. Fortunately we can use a #pragma directive to tell the compiler that the routine lzd() has no side effects - meaning that it does not read or write to memory. The directive to do that is #pragma no_side_effect(<routine name), and it needs to be placed after the declaration of the function. The new code looks like: int lzd(int); #pragma no_side_effect(lzd) int a; int c=0; int main() { for(a=0; a<1000; a++) { c=lzd(c); } return 0; } Now the loop looks much neater: /* 0x0014 10 */ add %i1,1,%i1 ! 11 ! { ! 12 ! c=lzd(c); /* 0x0018 12 */ lzd %o0,%o0 /* 0x001c 10 */ cmp %i1,999 /* 0x0020 */ ble,pt %icc,.L77000018 /* 0x0024 */ nop

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  • CES 2011–Microsoft Keynote Impressions

    - by guybarrette
    Microsoft has been kicking off the CES for a number of years by doing a keynote the evening of the event first day.  This year, SteveB talked about Xbox, Kinect, Windows 7 new laptops, Surface 2 and Windows vNext running on the ARM architecture. Some of the design of the new laptops showed are quite amazing.  This one has a dual screen with no physical keyboard.  The image is split between both screens.  A software keyboard appears when you place your 10 fingers on the lower screen. This one from Samsung has a sliding keyboard somewhat like numerous cell phones have. What I found the most amazing is that Intel was able to miniaturized a full Intel architecture (CPU, motherboard, memory) in a tiny form factor.  Imagine having the power of a full PC running .NET apps in a Zune/iPod form factor! They also showed V2 of the Surface device.  This one is called the Samsung SUR40 for Surface PC.  It’s much sleeker and it will likely loose the BAT (Big Ass Table) moniker  More info here SteveB announced that Windows vNext will run on ARM chips.  I’m intrigued by this announcement (you can read about it here) and I have many questions: -In the past ARM devices were slow, what now makes the ARM architecture able to run Windows? -ARM is 32-bit only, I think. -Does this mean that Intel wasn't able to provide such a lightweight architecture or simply that they weren't interested? -From what I understand, apps would need to be recompiled for ARM. Will we need to do that from an ARM PC or could it be done natively on Intel or on an Intel PC running in an ARM VM?  VS 2012? Ahhhh, smells like a cool PDC is coming up    Clearly it looks like PC have enough power for most of us right now and that the race is now about miniaturization, power consumption and battery life. You can watch the Microsoft CES 2011 keynote here var addthis_pub="guybarrette";

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  • Workflow 4.5 is Awesome, cant wait for 5.0!

    - by JoshReuben
    About 2 years ago I wrote a blog post describing what I would like to see in Workflow vnext: http://geekswithblogs.net/JoshReuben/archive/2010/08/25/workflow-4.0---not-there-yet.aspx At the time WF 4.0 was a little rough around the edges – the State Machine was on codeplex and people were simulating state machines with Flowcharts. Last year I built a near- realtime machine management system using WF 4.0.1 – its managing the internal operations of this device: http://landanano.com/products/commercial   Well WF 4.5 has come a long way – many of my gripes have been addressed: C# expressions - no more VB 'AndAlso' clauses state machine awesomeness - can query current state many designer improvements - Document Outline is so much more succinct than Designer! Separate WCF Service Contract interfaces and ability to generate activities from contract operations ability to rehydrate to updated flow definitions via DynamicUpdateMap and WorkflowIdentity you can read about the new features here: http://msdn.microsoft.com/en-us/library/hh305677(VS.110).aspx   2013 could be the year of Workflow evangelism for .NET, as it comes together as the DSL language. Eg on Azure it could be used to graphically orchestrate between WebRoles, WorkerRoles and AppFabric Queues and the ServiceBus – that would be grand.   Here’s a list of things I’d like to see in Workflow 5.0: Stronger Parallelism support for true multithreaded workflows . A Workflow executes on a single thread – wouldn’t it be great if we had the ability to model TPL DataFlow? Parallel is not really parallel, just allows AsyncCodeActivity.     support for recursion an ExpressionTree activity with an editor design surface a math activity pack return of application level protocol (3.51 WF services) – automatically expose a state machine as a WCF service with bookmark Receive activities generated from OperationContract automatically placed in state transition triggers. A new HTML5 ActivityDesigner control – support with different CSS3  skinnable hooks,  remote connectivity (had to roll my own) A data flow view – crucial to understanding the big picture Ability to refactor a Sequence to custom activity in a separate .xaml file – like Expression Blend does for UserControl state machine global error handling - if all states goto an error state, you quickly get visual spagetti. Now you could nest a state machine, but what if you want an application level protocol whereby each state exposes certain WCF ops. DSL RAD editing - Make the Document Outline into a DSL editor for adding activities  – For WF to really succeed as a higher level of abstraction, It needs to be more productive than raw coding - drag & drop on the designer is currently too slow compared to just typing code. Extensible Wizard API - for pluggable WF editor experience other execution models beyond Sequence, Flowchart & StateMachine: SSIS, Behavior Trees,  Wolfram Model tool – surprise us! improvements to Designer debugging API - SourceLocation is tied to XAML file line number and char position, and ModelService access seems convoluted - why not leverage WPF LogicalTreeHelper / VisualTreeHelper ? Workflow Team , keep on rocking!

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Unable to configure/setup 5.1 audio with 12.04

    - by Vipin Vinayan
    I am kinda new to Ubuntu as well. I have been having this issue with audio for quite sometime now. Initially, when I installed version 11.10 (I guess), I was able to use my 5.1 speakers without any issues. If my memory serves me right, it was after an update that the 5.1 audio stopped working and the video resolution would not get saved. I temporarily fixed the resolution issue by creating a start-up shell script that would update the resolution and load it. But the issue with audio has been going on for quite sometime now. Even though I have option for 5.1, only two speakers seem to be working. I thought an upgrade should fix the issue and so upgraded the OS to version 12.04. I also tried uninstalling alsa and pulse audio, reinstalling them, changing the /etc/pulse/daemon.conf channels from 2 to 6. I have also tried installing pavucontrol but nothing seems to have worked and the issue still persists. Is there anything else you could suggest? The lspci log on my computer is as follows 00:00.0 Host bridge: Intel Corporation 82G33/G31/P35/P31 Express DRAM Controller (rev 10) 00:01.0 PCI bridge: Intel Corporation 82G33/G31/P35/P31 Express PCI Express Root Port (rev 10) 00:02.0 VGA compatible controller: Intel Corporation 82G33/G31 Express Integrated Graphics Controller (rev 10) 00:1b.0 Audio device: Intel Corporation N10/ICH 7 Family High Definition Audio Controller (rev 01) 00:1c.0 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 1 (rev 01) 00:1c.1 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 2 (rev 01) 00:1d.0 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #1 (rev 01) 00:1d.1 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #2 (rev 01) 00:1d.2 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #3 (rev 01) 00:1d.3 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #4 (rev 01) 00:1d.7 USB controller: Intel Corporation N10/ICH 7 Family USB2 EHCI Controller (rev 01) 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev e1) 00:1f.0 ISA bridge: Intel Corporation 82801GB/GR (ICH7 Family) LPC Interface Bridge (rev 01) 00:1f.1 IDE interface: Intel Corporation 82801G (ICH7 Family) IDE Controller (rev 01) 00:1f.2 IDE interface: Intel Corporation N10/ICH7 Family SATA Controller [IDE mode] (rev 01) 00:1f.3 SMBus: Intel Corporation N10/ICH 7 Family SMBus Controller (rev 01) 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 01) Would really appreciate a response that will assist me in resolving my issue. Thanks in advance Vipin

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  • Indefinite loops where the first time is different

    - by George T
    This isn't a serious problem or anything someone has asked me to do, just a seemingly simple thing that I came up with as a mental exercise but has stumped me and which I feel that I should know the answer to already. There may be a duplicate but I didn't manage to find one. Suppose that someone asked you to write a piece of code that asks the user to enter a number and, every time the number they entered is not zero, says "Error" and asks again. When they enter zero it stops. In other words, the code keeps asking for a number and repeats until zero is entered. In each iteration except the first one it also prints "Error". The simplest way I can think of to do that would be something like the folloing pseudocode: int number = 0; do { if(number != 0) { print("Error"); } print("Enter number"); number = getInput(); }while(number != 0); While that does what it's supposed to, I personally don't like that there's repeating code (you test number != 0 twice) -something that should generally be avoided. One way to avoid this would be something like this: int number = 0; while(true) { print("Enter number"); number = getInput(); if(number == 0) { break; } else { print("Error"); } } But what I don't like in this one is "while(true)", another thing to avoid. The only other way I can think of includes one more thing to avoid: labels and gotos: int number = 0; goto question; error: print("Error"); question: print("Enter number"); number = getInput(); if(number != 0) { goto error; } Another solution would be to have an extra variable to test whether you should say "Error" or not but this is wasted memory. Is there a way to do this without doing something that's generally thought of as a bad practice (repeating code, a theoretically endless loop or the use of goto)? I understand that something like this would never be complex enough that the first way would be a problem (you'd generally call a function to validate input) but I'm curious to know if there's a way I haven't thought of.

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  • 1000baseT/Full Supported and Advertised but not working!

    - by user11973
    Hello, i'm using a AT3IONT-I motherboard with integrated card. If I ethtool it to 1000 full duplex it wont work! Here is sudo ethtool eth0: Supported ports: [ TP ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Advertised pause frame use: Symmetric Receive-only Advertised auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: Twisted Pair PHYAD: 0 Transceiver: internal Auto-negotiation: on MDI-X: Unknown Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000033 (51) Link detected: yes here is sudo lshw -C network: *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: 03 serial: bc:ae:c5:8b:7d:33 size: 100MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8168 driverversion=8.021.00-NAPI duplex=full ip=192.168.0.2 latency=0 link=yes multicast=yes port=twisted pair speed=100MB/s resources: irq:42 ioport:e800(size=256) memory:f8fff000-f8ffffff memory:f8ff8000-f8ffbfff memory:fbff0000-fbffffff And lspci -nn: 00:00.0 Host bridge [0600]: nVidia Corporation MCP79 Host Bridge [10de:0a82] (rev b1) 00:00.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a88] (rev b1) 00:03.0 ISA bridge [0601]: nVidia Corporation MCP79 LPC Bridge [10de:0aad] (rev b3) 00:03.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0aa4] (rev b1) 00:03.2 SMBus [0c05]: nVidia Corporation MCP79 SMBus [10de:0aa2] (rev b1) 00:03.3 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a89] (rev b1) 00:03.5 Co-processor [0b40]: nVidia Corporation MCP79 Co-processor [10de:0aa3] (rev b1) 00:04.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa5] (rev b1) 00:04.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa6] (rev b1) 00:06.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa7] (rev b1) 00:06.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa9] (rev b1) 00:08.0 Audio device [0403]: nVidia Corporation MCP79 High Definition Audio [10de:0ac0] (rev b1) 00:09.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Bridge [10de:0aab] (rev b1) 00:0b.0 RAID bus controller [0104]: nVidia Corporation MCP79 RAID Controller [10de:0abc] (rev b1) 00:0c.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac4] (rev b1) 00:10.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0aa0] (rev b1) 00:15.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac6] (rev b1) 03:00.0 VGA compatible controller [0300]: nVidia Corporation ION VGA [10de:087d] (rev b1) 04:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 03) If i use Code: sudo ethtool -s eth0 speed 1000 duplex full autoneg off then in ethtool speed is Unknown and it doesn't work; if I set it via pre-up it wont work either... Please help!! Thanks!

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  • Driving Growth through Smarter Selling

    - by Samantha.Y. Ma
    With the proliferation of social media and mobile technologies, the world of selling and buying has drastically changed, as buyers now have access to more information than they did in the past. In fact, studies have shown that buyers complete 60 percent of the buying process before they even engage with a salesperson. The old models of selling no longer work effectively; and the new way of selling is driven by customer insights. To succeed, sales need to be proactive, not reactive. They need to engage with the customer early, sometimes even before the customer’s needs are fully understood. In fact, the best sales reps prescribe a solution that the customer doesn't even know they need, often by leveraging social media to listen, engage and collaborate with peers. And they fully tap into the power of analytics and data to drive results.  Let’s look at some stats regarding challenges facing sales today. According to recent studies, sales reps spend 78 percent of their time doing administrative things -- such as planning, searching for information, data entry -- and only 22 percent of the time actually selling. Furthermore, 40 percent of B2B sales reps miss their quota, and only 3 percent of companies can say with confidence that their forecasts are “always accurate.” How do you drive growth in this modern day and age? It's not just getting your sales teams to work harder; it's helping them work smarter and providing them with a solution they want to use, on the device(s) they already know, giving them critical insights and tools to be more productive, increase win rates, and close deals faster. Oracle Sales Cloud was designed to do exactly that. It enables smarter selling that allows reps to sell more, managers to know more, and companies to grow more.  Let’s face it—if all CRM solutions worked well, sales executives wouldn’t be having the same headaches as they had in the past. Join Oracle’s Thomas Kurian and Doug Clemmans on Tuesday, October 22 as they explain: • How today’s sales processes have rendered many CRM systems obsolete • The secrets to smarter selling, leveraging mobile, social, and big data • How Oracle Sales Cloud enables smarter selling—as proven by Oracle and its customers Take the first step down the path toward smarter selling. With Oracle Sales Cloud, reps sell more, managers know more, and companies grow more.

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • Portland Silverlight User Group: WP7 &amp; XNA &ndash; I survived.

    - by George Clingerman
    Last night I gave a talk to the Portland Silverlight User Group. http://www.portlandsilverlight.net/Meetings/Details/15 And I survived (which you should have probably already figured out since you’re reading this post AND that’s what I titled it…) Really though it was a fantastic time and I had a lot of fun! I was a little nervous getting ready for it, but I’m always a little nervous getting ready for things. I had the game all written,  I knew the general flow for what the talk was going to be. I read over Scott Hanselman’s 11 Top Tips for a Successful Technical presentation (which has become something I do EVERY time I’m preparing for a talk). I gave myself a brief list of points I wanted to make sure I covered or worked into the talk. But then I was ready and I waited. I hate the waiting. It makes me nervous. Once I was up in front of the room though with my laptop open and some XNA code in front of me, my nerves go away. Then I’m ready. I know XNA, I love talking about XNA and I love sharing what I know and hearing questions that make me think. And hopefully that came through while I was talking. I had a freaking blast. The swag went quickly (and I was even able to hand out some XNA 2.0 books that have been around forever!) and the pizza was been gobbled down. I started the talk at about 6:10 and managed to cover a very brief intro to programming against the game loop (it’s a different concept and one that seems to trip a lot of people up getting started with game development) and then rolled into making a basic 2D game for Windows Phone 7 using XNA. And I finished the whole thing before 8:30. Wahoo! I’m planning on posting the source code and assets on my site so those should be coming soon. And to make things even better, they recorded the whole thing on video so everyone will get to see me pretend I can speak! Just wait till you hear the new song I wrote for this talk…

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  • How to troubleshoot ethernet port on laptop

    - by Psallas Vassilios
    I have a problem with my wired connection. To be more specific, my laptop doesn't seems to recognize that I have plugged in an ethernet cable. I tried to download new drivers for my ethernet card, but I couldn't find any solutions. Maybe because I am new to Linux, so I'm not familiar with running commands in the terminal. OK I have typed the command and here are the results: 00:04.0 Ethernet controller [0200]: Silicon Integrated Systems [SiS] 191 Gigabit Ethernet Adapter [1039:0191] (rev 02) For the second reply I don't know if the following is what you asked me: ?Memory: 3.9 GiB ?Processor: Intel Core 2 Duo CPU P8800 @ 2.66GHz × 2 ?OS type: 32-bit My Ethernet connection had some problem on Windows too. I have changed recently my internet provider, and since then my ethernet cable is not recognized by the laptop. At that time I was still on Windows. I thought that with Ubuntu the problem would be solved, but unfortunately the problem still persists. If someone can help me to solve my problem I'll be thankful. Here are the results of the three first commands you told me to run: lsmod | grep sis190 sis190 22570 0 sudo modprobe sis190 ifconfig eth0 Link encap:Ethernet HWaddr 00:90:f5:90:81:7e UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:185 errors:0 dropped:0 overruns:0 frame:0 TX packets:185 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:22672 (22.6 KB) TX bytes:22672 (22.6 KB) wlan0 Link encap:Ethernet HWaddr 00:25:d3:2c:3a:ae inet addr:192.168.1.72 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::225:d3ff:fe2c:3aae/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:260 errors:0 dropped:0 overruns:0 frame:0 TX packets:363 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:71992 (71.9 KB) TX bytes:52000 (52.0 KB) and the results of running the last two commands: dmesg | grep -e eth -e sis190 [ 0.816667] sis190: sis190 Gigabit Ethernet driver 1.4 loaded [ 0.816728] sis190 0000:00:04.0: setting latency timer to 64 [ 0.816751] sis190: 0000:00:04.0: Read MAC address from EEPROM [ 0.904032] sis190: 0000:00:04.0: Realtek PHY RTL8201 transceiver at address [ 1.416030] sis190: 0000:00:04.0: Using transceiver at address 1 as default [ 1.448235] sis190 0000:00:04.0: eth0: 0000:00:04.0: SiS 191 PCI Gigabit Ethernet adapter at f8410000 (IRQ: 19), 00:90:f5:90:81:7e [ 1.448238] sis190 0000:00:04.0: eth0: GMII mode. [ 1.448243] sis190 0000:00:04.0: eth0: Enabling Auto-negotiation [ 11.560907] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready [ 16.372019] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready [ 16.372265] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready [ 26.424038] sis190 0000:00:04.0: eth0: auto-negotiating... nm-tool NetworkManager Tool State: connected (global) - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: sis190 State: unavailable Default: no HW Address: 00:90:F5:90:81:7E Capabilities: Carrier Detect: yes Wired Properties Carrier: off

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  • I need help installing Ubuntu 11.10 to multi-drive system

    - by CookyMonzta
    I have a machine with 3 hard drives; the primary, which is 750GB (drive 0), and 2 others, each of which is 640GB (drives 1 and 2). On the last screen before the actual installation begins, this is how my hard drive configuration looks: /dev/sda [DISK0, 750GB] /dev/sda1 ntfs 104MB [Win7 System Reserved] /dev/sda2 ntfs 499,997MB [Windows 7 Pro] free space 250,052MB [This space intended for Windows 8] /dev/sdb [DISK1, 640GB] /dev/sdb1 ntfs 400,085MB [Windows XP Pro] free space 240,049MB [This space intended for Ubuntu] /dev/sdc [DISK2, 640GB] [This drive intended for various backups] free space 160,033MB /dev/sdc5 ntfs 480,101MB [Acronis Secure Zone] As you can see, I have 3 drives, all SATA. I have Win7 on my first drive (0), WinXP on my second drive (1) and a secure zone for daily backups on my third drive (2). I want to put Ubuntu 11.10 Oneiric Ocelot on the drive that also has XP. I've already used 400GB for XP and I have 240GB remaining, for which, my intention was to create a 4GB swap file and use the rest for Ubuntu itself. This is what my second hard drive looked like, for my intended setup before installation: /dev/sdb /dev/sdb5 swap 4,095MB [Linux swap] /dev/sdb6 ext4 235,951MB [Ubuntu 11.10] Needless to say, this is only the second time I have attempted to install Linux. I managed to get 7.10 Gutsy Gibbon working on an old machine. I have two problems with this installation: Ubuntu asks for a location to install the boot loader (i.e., "Device for Boot Loader Installation"). I already have a boot loader; namely, Acronis OS Selector (from Acronis Disk Director 11). So I decided to put the Ubuntu boot loader in /dev/sdb6 (where I intend to install Ubuntu), to keep it from interfering with my Acronis OS Selector. Once I hit "Install now", I ended up with the following error: "No root file system is defined. Please correct this from the partitioning menu." What am I missing? Did I attempt to put the boot loader in the wrong place? I assume I did, because as I am writing this entry, I am looking at LinuxIdentity.com's Ubuntu 11.04 Natty Narwhal magazine, and I see a screenshot (Figure 7 on Page 13) that implies that the boot loader can be installed anywhere, including the first hard drive (in the MBR, which would obviously force me to reinstall the Acronis OS Selector) or even on a floppy. But why do I get an undefined root file system error? I thought /dev/sdb6 was the root file. Obviously I'm missing something in the installation procedure. Should I try installing it in Windows using the WUBI Installer? I assume that, if I attempt to install Ubuntu from WinXP (on the second drive), it will automatically install Ubuntu on the empty partition alongside XP. But will I have the option of creating a swap partition? And what if the WUBI Installer searches all of my drives and decides to install Ubuntu on my first drive's empty partition (which I have left empty for Win8 upon its release)?

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  • Microsoft and Application Architectures

    Microsoft has dealt with several kinds of application architectures to include but not limited to desktop applications, web applications, operating systems, relational database systems, windows services, and web services. Because of the size and market share of Microsoft, virtually every modern language works with or around a Microsoft product. Some of the languages include: Visual Basic, VB.Net, C#, C++, C, ASP.net, ASP, HTML, CSS, JavaScript, Java and XML. From my experience, Microsoft strives to maintain an n-tier application standard where an application is comprised of multiple layers that perform specific functions, for example: presentation layer, business layer, data access layer are three general layers that just about every formally structured application contains. The presentation layer contains anything to do with displaying information to the screen and how it appears on the screen. The business layer is the middle man between the presentation layer and data access layer and transforms data from the data access layer in to useable information to be stored later or sent to an output device through the presentation layer. The data access layer does as its name implies, it allows the business layer to access data from a data source like MS SQL Server, XML, or another data source. One of my favorite technologies that Microsoft has come out with recently is the .Net Framework. This framework allows developers to code an application in multiple languages and compiles them in to one intermediate language called the Common Language Runtime (CLR). This allows VB and C# developers to work seamlessly together as if they were working in the same project. The only real disadvantage to using the .Net Framework is that it only natively runs on Microsoft operating systems. However, Microsoft does control a majority of the operating systems currently installed on modern computers and servers, especially with personal home computers. Given that the Microsoft .Net Framework is so flexible it is an ideal for business to develop applications around it as long as they wanted to commit to using Microsoft technologies and operating systems in the future. I have been a professional developer for about 9+ years now and have seen the .net framework work flawlessly in just about every instance I have used it. In addition, I have used it to develop web applications, mobile phone applications, desktop applications, web service applications, and windows service applications to name a few.

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