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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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  • What are some options and methods to link a contact form on WordPress to an existing form processing script?

    - by eirlymeyer
    I’m searching for the best way to link the outgoing/output data in a WordPress contact form plugin on a WordPress website to an existing MySQL database where a contact form is processed. Scenario: A new site (Site A) is being developed with a contact form. Site B (old site) uses a contact form script to process contact form leads through an existing legacy database and a ColdFusion application. The goal is to create site A with a new contact form to continue the same existing processes. Site A is to become the new Site B.

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • Getting errors when installing packages

    - by user1805184
    Which ever package I try and install I seem to get the following error installArchives() failed: Preconfiguring packages ... Preconfiguring packages ... Preconfiguring packages ... Preconfiguring packages ... Selecting previously unselected package libphonon4. (Reading database ... (Reading database ... 5% (Reading database ... 10% (Reading database ... 15% (Reading database ... 20% (Reading database ... 25% (Reading database ... 30% (Reading database ... 35% (Reading database ... 40% (Reading database ... 45% (Reading database ... 50% (Reading database ... 55% (Reading database ... 60% (Reading database ... 65% (Reading database ... 70% (Reading database ... 75% (Reading database ... 80% (Reading database ... 85% (Reading database ... 90% (Reading database ... 95% (Reading database ... 100% (Reading database ... 286403 files and directories currently installed.) Unpacking libphonon4 (from .../libphonon4_4%3a4.7.0really4.6.0-0ubuntu1_amd64.deb) ... Selecting previously unselected package phonon-backend-gstreamer. Unpacking phonon-backend-gstreamer (from .../phonon-backend-gstreamer_4%3a4.7.0really4.6.2-0ubuntu0.1_amd64.deb) ... Selecting previously unselected package gstreamer0.10-ffmpeg. Unpacking gstreamer0.10-ffmpeg (from .../gstreamer0.10-ffmpeg_0.10.13-1_amd64.deb) ... Selecting previously unselected package phonon. Unpacking phonon (from .../phonon_4%3a4.7.0really4.6.0-0ubuntu1_amd64.deb) ... Selecting previously unselected package minitube. Unpacking minitube (from .../minitube_1.6-1_amd64.deb) ... Processing triggers for hicolor-icon-theme ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Processing triggers for man-db ... Setting up icaclient (12.1.0) ... dpkg: error processing icaclient (--configure): subprocess installed post-installation script returned error exit status 2 Setting up libphonon4 (4:4.7.0really4.6.0-0ubuntu1) ... No apport report written because MaxReports is reached already Setting up phonon-backend-gstreamer (4:4.7.0really4.6.2-0ubuntu0.1) ... Setting up gstreamer0.10-ffmpeg (0.10.13-1) ... Setting up phonon (4:4.7.0really4.6.0-0ubuntu1) ... Setting up minitube (1.6-1) ... Processing triggers for libc-bin ... ldconfig deferred processing now taking place Errors were encountered while processing: icaclient Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (1) Setting up icaclient (12.1.0) ... dpkg: error processing icaclient (--configure): subprocess installed post-installation script returned error exit status 2 please help....

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  • AllSparkCube Packs 4,096 LEDs into a Giant Computer Controlled Display

    - by Jason Fitzpatrick
    LED matrix cubes are nothing new, but this 16x16x16 monster towers over the tiny 4x4x4 desktop variety. Check out the video to see it in action. Sound warning: the music starts off very loud and bass-filled; we’d recommend turning down the speakers if you’re watching from your cube. So what compels someone to build a giant LED cube driven by over a dozen Arduino shields? If you’re the employees at Adaptive Computing, you do it to dazzles crowds and show off your organizational skills: Every time I talk about the All Spark Cube people ask “so what does it do?” The features of the All Spark are the reason it was built and sponsored by Adaptive Computing. The Cube was built to catch peoples’ attention and to demonstrate how Adaptive can take a chaotic mess and inject order, structure and efficiency. We wrote several examples of how the All Spark Cube can demonstrate the effectiveness of a complex data center. If you’re interested in building a monster of your own, hit up the link below for more information, schematics, and videos. How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • Package management system corrupted. Cannot install or remove packages. U12.04LTS

    - by user271490
    Having read other posts, I believe that this may be less about samba than about update system. Below is the log file of the failed installation of Samba. I have been trying without success to install/outstall samba so that I could install anything else ... I cannot either install or remove samba using either update-manager or apt-get (nor indeed Software Centre). One of the errors that I have had to correct is the presence after "removal" (failed) of /usr/share/system-config-samba directory which finally allowed itself to be deleted. That, however was then ... I have U12.04LTS. running on release 63 because I allowed the upgrade to 64 this morning which fell over - no output to monitor - obviously even less support for my graphic chip than I am suffering already (see other posts in this forum). According to my interpretation of the dpkg returned errors there may be some problem with the package files, but if this is the case then it is on servers 'main', 'nantes uni fr' and 'best fr' at the very least if not everywhere. The suggestions offered at Package operation failed and elsewhere have not worked for me. This linked post suggests that a similar error is present in other packages, or that the error is in the 'update system' I have tried ... sudo apt-get remove samba ... autoremove ... install samba ... clean ... update -f all of the above In update-manager I have tried the "reload packages list" which fails to terminate because of the error. I have tried to install and remove samba from the software centre ... :( I am at a loss ... I need help, please! Firstly to recover my apt-get/update-manager/Software Centre so that I can at least carry on with my continuing installation - up to communicating with home network hence need for samba - which brings me to my second requirement ... samba. PS is the issue about "MaxReports" associated or apart? UPDATE! Being heartily sick of restarting FF every 5 seconds I thought I'd try again with Chromium ... and got the same errors from dpkg about corrupt compressed package - coincidence? Of course this was no longer in clipboard when I got here because apport has just errored ... AAARRRGGGH!!! Why does every error clear the clipboard? Thanks for any and all help!! installArchives() failed: Preconfiguring packages ... ... snip (Reading database ... ... snip (Reading database ... 184858 files and directories currently installed.) Unpacking samba (from .../samba_2%3a3.6.3-2ubuntu2.10_i386.deb) ... dpkg-deb (subprocess): data: internal gzip read error: ': data error' dpkg-deb: error: subprocess returned error exit status 2 dpkg: error processing /var/cache/apt/archives/samba_2%3a3.6.3-2ubuntu2.10_i386.deb (--unpack): subprocess dpkg-deb --fsys-tarfile returned error exit status 2 No apport report written because MaxReports is reached already Selecting previously unselected package system-config-samba. Unpacking system-config-samba (from .../system-config-samba_1.2.63-0ubuntu5_all.deb) ... Processing triggers for ureadahead ... ureadahead will be reprofiled on next reboot Processing triggers for ufw ... Processing triggers for man-db ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Processing triggers for hicolor-icon-theme ... Errors were encountered while processing: /var/cache/apt/archives/samba_2%3a3.6.3-2ubuntu2.10_i386.deb Error in function: dpkg: dependency problems prevent configuration of system-config-samba: system-config-samba depends on samba; however: Package samba is not installed. dpkg: error processing system-config-samba (--configure): dependency problems - leaving unconfigured

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • Is JQuery or Javascript are capable for image processing?

    - by adietan63
    My plan is to develop a web based application in the future. I think, i can named it "Booth Reservation System" for the Events companies here in our country. One of the main functionality of the system and the most tricky part/ difficult part is the user can upload a "floor plan"(the design of the area were the booth is located in any image format) then the user can select on the specific location on the floor plan to reserve the booth. Also, the user can create floor plan on the system as another functionality of the system. What do you think? What programming language that i can use to accomplished the system? thanks!

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • Normal vector of a face loaded from an FBX model during collision?

    - by Corey Ogburn
    I'm loading a simple 6 sided cube from a UV-mapped FBX model and I'm using a BoundingBox to test for collisions. Once I determine there's a collision, I want to use the normal vector of the collided surface to correct the movement of whatever collided with the cube. I suppose this is a two-part question: 1) How can I determine which face of the cube was collided with in a collision? 2) How can I get the normal vector of that surface?

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Aspose.Words 9.0.0 Released! A word processing component for .NET applications

    What is new in this release?  The long awaited version of Aspose.Words for .NET 9.0.0 has been released. This new release of Aspose.Words includes plenty of new and remarkable features like updated/rebuilt a table of contents, handling embedded OLE objects, ISO 29500 Transitional support,  Footnotes rendering, EPUB embedding and many more.   The list of new and improved features in this release are listed below - Table of Contents (TOC) fields are now updated/rebuilt....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

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  • Credit Card Payment Processing which APIs do you use?

    - by user3330840
    It's for a Point of Sale Terminal where the customer will bring the physical credit card and it will be swiped through the terminal. The business has a merchant account on some banks. So, how do I start accepting credit cards in my app? The credit cards that needs to be accepted include: visa, master-card, amex, discover. Which APIs do I need to use? The programming language doesn't matter it can be in any programming languages Java/C#/C++/Python or anything. Will there be a single API or multiple APIs that need to be integrated? (I know some about PCI compliance and security encryption)

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  • Processing a stream. Must layers be violated?

    - by Lord Tydus
    Theoretical situation: One trillion foobars are stored in a text file (no fancy databases). Each foobar must have some business logic executed on it. A set of 1 trillion will not fit in memory so the data layer cannot return a big set to the business layer. Instead they are to be streamed in 1 foobar at a time, and have business logic execute on 1 foobar at a time. The stream must be closed when finished. In order for the stream to be closed the business layer must close the stream (a data operation detail), thus violating the separation of concerns. Is it possible to incrementally process data without violating layers?

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  • processing gamestate with a window of commands across time?

    - by rook2pawn
    I have clients sending client updates at a 100ms intervals. i pool the command inputs and create a client command frame. the commands come into the server in these windows and i tag them across time as they come in. when i do a server tick i intend to process this list of commands i.e. [ {command:'duck',timestamp:350,player:'a'}, {command:'shoot',timestamp:395,player:'b'}, {command:'move', timestamp:410,player:'c'} {command:'cover',timestamp:420,player:'a'} ] how would i efficiently update the gamestate based on this list? the two solutions i see are 1) simulate time via direct equation to figure out how far everyone would move or change as if the real gameupdate was ticking on the worldtick..but then unforseen events that would normally trigger during real update would not get triggered such as powerups or collissions 2) prepare to run the worldupdate multiple times and figure out which commands get sent to which worldupdate. this seems better but a little more costly is there a canonical way to do this?

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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • initscript mysql, action "start" failed. dpkg: error processing mysql-server-5.0 (--configure)

    - by mazgalici
    2 not fully installed or removed. Need to get 0B of archives. After unpacking 0B of additional disk space will be used. Do you want to continue [Y/n]? y Setting up mysql-server-5.0 (5.0.32-7etch12) ... Stopping MySQL database server: mysqld. Starting MySQL database server: mysqld . . . . . . . . . . . . . . failed! invoke-rc.d: initscript mysql, action "start" failed. dpkg: error processing mysql-server-5.0 (--configure): subprocess post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of mysql-server: mysql-server depends on mysql-server-5.0; however: Package mysql-server-5.0 is not configured yet. dpkg: error processing mysql-server (--configure): dependency problems - leaving unconfigured Errors were encountered while processing: mysql-server-5.0 mysql-server E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • Scalably processing large amount of comlpicated database data in PHP, many times a day.

    - by Eph
    I'm soon to be working on a project that poses a problem for me. It's going to require, at regular intervals throughout the day, processing tens of thousands of records, potentially over a million. Processing is going to involve several (potentially complicated) formulas and the generation of several random factors, writing some new data to a separate table, and updating the original records with some results. This needs to occur for all records, ideally, every three hours. Each new user to the site will be adding between 50 and 500 records that need to be processed in such a fashion, so the number will not be steady. The code hasn't been written, yet, as I'm still in the design process, mostly because of this issue. I know I'm going to need to use cron jobs, but I'm concerned that processing records of this size may cause the site to freeze up, perform slowly, or just piss off my hosting company every three hours. I'd like to know if anyone has any experience or tips on similar subjects? I've never worked at this magnitude before, and for all I know, this will be trivial to the server and not pose much of an issue. As long as ALL records are processed before the next three hour period occurs, I don't care if they aren't processed simultaneously (though, ideally, all records belonging to a specific user should be processed in the same batch), so I've been wondering if I should process in batches every 5 minutes, 15 minutes, hour, whatever works, and how best to approach this (and make it scalable in a way that is fair to all users)?

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  • Certain transformations in Open Inventor(Coin3D)

    - by Marc
    Hi, I am quite new to Open Inventor(Coin3D) and have the following problem: I have a SoSelection holding a root node(also SoSeparator). And the root node holds a number of SoSeparator nodes. Each of these SoSeparator nodes holds a SoTransform node and a SoCube node. When I select one cube node I want all other cubes within a certain distance to the selected cube to arrange in a circle arround the selected cube. (Moreover all of the cubes should be on a plane than) An additional information: My cubes are always oriented in the camera direction with (cubeTransform_-rotation.connectFrom(&camera_-orientation) Assuming the selected cube is the center of the circle, how do I translate the other cubes in a circle on a plane(perpendicular to the vector between the selected cube and the camera)? Especially how do I find coordinates on the plain on which the circle should be which have a certain distance from the Axis (from center cube to camera). What I already did is to search for the for all cubes within a certain distance as soon as one cube is selected. As a result I already have the required separators (which are holding the according SoTransforms and SoCubes) in a SoPathList. Now I want to arrange the cubes by modifing the according SoTransform-translation values. Regards Mark

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