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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • Constructor vs setter validations

    - by Jimmy
    I have the following class : public class Project { private int id; private String name; public Project(int id, String name, Date creationDate, int fps, List<String> frames) { if(name == null ){ throw new NullPointerException("Name can't be null"); } if(id == 0 ){ throw new IllegalArgumentException("id can't be zero"); } this.name = name; this.id = id; } public int getId() { return id; } public void setId(int id) { this.id = id; } public String getName() { return name; } public void setName(String name) { this.name = name; } } I have three questions: Do I use the class setters instead of setting the fields directly. One of the reason that I set it directly, is that in the code the setters are not final and they could be overridden. If the right way is to set it directly and I want to make sure that the name filed is not null always. Should I provide two checks, one in the constructor and one in the setter. I read in effective java that I should use NullPointerException for null parameters. Should I use IllegalArgumentException for other checks, like id in the example.

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  • Aplicações do SharePoint e Windows Azure

    - by Leniel Macaferi
    Segunda-feira passada eu tive a oportunidade de me apresentar dando uma palestra na SharePoint Conference (em Inglês). Meu segmento na palestra cobriu o novo modelo de Aplicações para Nuvem do SharePoint (SharePoint Cloud App Model) que estamos introduzindo como parte dos próximos lançamentos do SharePoint 2013 e Office 365. Este novo modelo de aplicações para o SharePoint é aditivo para as soluções de total confiança que os desenvolvedores escrevem atualmente, e é construído em torno de três pilares principais: Simplificar o modelo de desenvolvimento tornando-o consistente entre a versão local do SharePoint e a versão online do SharePoint fornecida com o Office 365. Tornar o modelo de execução flexível - permitindo que os desenvolvedores criem aplicações e escrevam código que pode ser executado fora do núcleo do serviço do SharePoint. Isto torna mais fácil implantar aplicações SharePoint usando a Windows Azure, evitando a preocupação com a quebra do SharePoint e das aplicações que rodam dentro dele quando algo é atualizado. Este novo modelo flexível também permite que os desenvolvedores escrevam aplicações do SharePoint que podem alavancar as capacidades do .NET Framework - incluindo ASP.NET Web Forms 4.5, ASP.NET MVC 4, ASP.NET Web API, Entity Framework 5, Async, e mais. Implementar este modelo flexível utilizando protocolos padrão da web - como OAuth, JSON e APIs REST - que permitem aos desenvolvedores reutilizar habilidades e ferramentas, facilmente integrando o SharePoint com arquiteturas Web e arquiteturas para aplicações móveis. Um vídeo da minha palestra + demos está disponível para assistir on-line (em Inglês): Na palestra eu mostrei como construir uma aplicação a partir do zero - ela mostrou como é fácil construir soluções usando a nova aplicação SharePoint, e destacou um cenário web + workflow + móvel que integra o SharePoint com código hospedado na Windows Azure (totalmente construído usando o Visual Studio 2012 e ASP.NET 4.5 - incluindo MVC e Web API). O novo Modelo de Aplicações para Nuvem do SharePoint é algo que eu acho extremamente emocionante, e que vai tornar muito mais fácil criar aplicações SharePoint usando todo o poder da Windows Azure e do .NET Framework. Usar a Windows Azure para estender facilmente soluções baseadas em SaaS como o Office 365 é também algo muito natural e que vai oferecer um monte de ótimas oportunidades para os desenvolvedores.  Espero que ajude, - Scott P.S. Além do blog, eu também estou utilizando o Twitter para atualizações rápidas e para compartilhar links. Siga-me em: twitter.com/ScottGu Texto traduzido do post original por Leniel Macaferi.

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  • Coding Dynamic Events?

    - by Joey Green
    I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at different times. I know when the explosions are done. I need to know when ALL are done and then do some other action. Also, each explosion is the same amount of time, say 3 seconds.. Right now I'm thinking of using a counter to hold how many explosions are happening. Then once the explosion is finished decrement this counter. Once the counter is zero, do my action. This idea is inspired by objective-c memory management btw. Anyways, does this sound like a good approach or would there be another way. An alternative might be to figure out the explosion who happened last and let it be responsible for calling this subsequent action. I'm asking mostly, because I haven't done this before and am trying to figure out if there are bugs that may occur that I'm not foreseeing.

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  • How to recover data from a failing hard drive?

    - by intuited
    An external 3½" HDD seems to be in danger of failing — it's making ticking sounds when idle. I've acquired a replacement drive, and want to know the best strategy to get the data off of the dubious drive with the best chance of saving as much as possible. There are some directories that are more important than others. However, I'm guessing that picking and choosing directories is going to reduce my chances of saving the whole thing. I would also have to mount it, dump a file listing, and then unmount it in order to be able to effectively prioritize directories. Adding in the fact that it's time-consuming to do this, I'm leaning away from this approach. I've considered just using dd, but I'm not sure how it would handle read errors or other problems that might prevent only certain parts of the data from being rescued, or which could be overcome with some retries, but not so many that they endanger other parts of the drive from being saved. I guess ideally it would do a single pass to get as much as possible and then go back to retry anything that was missed due to errors. Is it possible that copying more slowly — e.g. pausing every x MB/GB — would be better than just running the operation full tilt, for example to avoid any overheating issues? For the "where is your backup" crowd: this actually is my backup drive, but it also contains some non-critical and bulky stuff, like music, that aren't backups, i.e. aren't backed up. The drive has not exhibited any clear signs of failure other than this somewhat ominous sound. I did have to fsck a few errors recently — orphaned inodes, incorrect free blocks/inodes counts, inode bitmap differences, zero dtime on deleted inodes; about 20 errors in all. The filesystem of the partition is ext3.

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Mixing XNA and silverlight gives wierd graphics

    - by Mech0z
    I making a small 3dgame which is made as a Silverlight and XNA app, but when I draw the sprites the graphics becomes all wierd. All my primitive types are rendered correctly, but my 3d models are just wierd My Draw is like this when silverlight is set to draw private void OnDraw(object sender, GameTimerEventArgs e) { // Render the Silverlight controls using the UIElementRenderer elementRenderer.Render(); // Clear the screen to a solid color SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); switch (gameState) { case GameState.ChooseStarter: TextBlockStatus.Text = "Find Starting Player"; break; case GameState.PlaceBrick: TextBlockPlayer.Text = (playerTurn == PlayerTurn.PlayerOne) ? "Player One" : "Player Two"; TextBlockState.Text = "Place Brick"; foreach (IGraphicObject obj in _3dObjects) { obj.Draw(cameraPosition, e); } break; case GameState.GiveBrick: TextBlockState.Text = "Give Brick"; break; } spriteBatch.Begin(); // Using the texture from the UIElementRenderer, // draw the Silverlight controls to the screen spriteBatch.Draw(elementRenderer.Texture, cameraProjection, Color.White); spriteBatch.End(); } This gives me this output If I comment the spritebatch lines out I get the correct output, except the silverlight text is of course not shown I am not entirely sure what to look for except that zero vector I am giving to the spritebatch, but if thats the source I have no idea what I am supposed to set it as epspecially when its a 2d vector

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  • SQL SERVER – Weekly Series – Memory Lane – #037

    - by Pinal Dave
    Here is the list of selected articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2007 Convert Text to Numbers (Integer) – CAST and CONVERT If table column is VARCHAR and has all the numeric values in it, it can be retrieved as Integer using CAST or CONVERT function. List All Stored Procedure Modified in Last N Days If SQL Server suddenly start behaving in un-expectable behavior and if stored procedure were changed recently, following script can be used to check recently modified stored procedure. If a stored procedure was created but never modified afterwards modified date and create a date for that stored procedure are same. Count Duplicate Records – Rows Validate Field For DATE datatype using function ISDATE() We always checked DATETIME field for incorrect data type. One of the user input date as 30/2/2007. The date was sucessfully inserted in the temp table but while inserting from temp table to final table it crashed with error. We had now task to validate incorrect date value before we insert in final table. Jr. Developer asked me how can he do that? We check for incorrect data type (varchar, int, NULL) but this is incorrect date value. Regular expression works fine with them because of mm/dd/yyyy format. 2008 Find Space Used For Any Particular Table It is very simple to find out the space used by any table in the database. Two Convenient Features Inline Assignment – Inline Operations Here is the script which does both – Inline Assignment and Inline Operation DECLARE @idx INT = 0 SET @idx+=1 SELECT @idx Introduction to SPARSE Columns SPARSE column are better at managing NULL and ZERO values in SQL Server. It does not take any space in database at all. If column is created with SPARSE clause with it and it contains ZERO or NULL it will be take lesser space then regular column (without SPARSE clause). SP_CONFIGURE – Displays or Changes Global Configuration Settings If advanced settings are not enabled at configuration level SQL Server will not let user change the advanced features on server. Authorized user can turn on or turn off advance settings. 2009 Standby Servers and Types of Standby Servers Standby Server is a type of server that can be brought online in a situation when Primary Server goes offline and application needs continuous (high) availability of the server. There is always a need to set up a mechanism where data and objects from primary server are moved to secondary (standby) server. BLOB – Pointer to Image, Image in Database, FILESTREAM Storage When it comes to storing images in database there are two common methods. I had previously blogged about the same subject on my visit to Toronto. With SQL Server 2008, we have a new method of FILESTREAM storage. However, the answer on when to use FILESTREAM and when to use other methods is still vague in community. 2010 Upper Case Shortcut SQL Server Management Studio I select the word and hit CTRL+SHIFT+U and it SSMS immediately changes the case of the selected word. Similar way if one want to convert cases to lower case, another short cut CTRL+SHIFT+L is also available. The Self Join – Inner Join and Outer Join Self Join has always been a noteworthy case. It is interesting to ask questions about self join in a room full of developers. I often ask – if there are three kinds of joins, i.e.- Inner Join, Outer Join and Cross Join; what type of join is Self Join? The usual answer is that it is an Inner Join. However, the reality is very different. Parallelism – Row per Processor – Row per Thread – Thread 0  If you look carefully in the Properties window or XML Plan, there is “Thread 0?. What does this “Thread 0” indicate? Well find out from the blog post. How do I Learn and How do I Teach The blog post has raised three very interesting questions. How do you learn? How do you teach? What are you learning or teaching? Let me try to answer the same. 2011 SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 7 of 31 What are Different Types of Locks? What are Pessimistic Lock and Optimistic Lock? When is the use of UPDATE_STATISTICS command? What is the Difference between a HAVING clause and a WHERE clause? What is Connection Pooling and why it is Used? What are the Properties and Different Types of Sub-Queries? What are the Authentication Modes in SQL Server? How can it be Changed? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 8 of 31 Which Command using Query Analyzer will give you the Version of SQL Server and Operating System? What is an SQL Server Agent? Can a Stored Procedure call itself or a Recursive Stored Procedure? How many levels of SP nesting is possible? What is Log Shipping? Name 3 ways to get an Accurate Count of the Number of Records in a Table? What does it mean to have QUOTED_IDENTIFIER ON? What are the Implications of having it OFF? What is the Difference between a Local and a Global Temporary Table? What is the STUFF Function and How Does it Differ from the REPLACE Function? What is PRIMARY KEY? What is UNIQUE KEY Constraint? What is FOREIGN KEY? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 9 of 31 What is CHECK Constraint? What is NOT NULL Constraint? What is the difference between UNION and UNION ALL? What is B-Tree? How to get @@ERROR and @@ROWCOUNT at the Same Time? What is a Scheduled Job or What is a Scheduled Task? What are the Advantages of Using Stored Procedures? What is a Table Called, if it has neither Cluster nor Non-cluster Index? What is it Used for? Can SQL Servers Linked to other Servers like Oracle? What is BCP? When is it Used? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 10 of 31 What Command do we Use to Rename a db, a Table and a Column? What are sp_configure Commands and SET Commands? How to Implement One-to-One, One-to-Many and Many-to-Many Relationships while Designing Tables? What is Difference between Commit and Rollback when Used in Transactions? What is an Execution Plan? When would you Use it? How would you View the Execution Plan? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 11 of 31 What is Difference between Table Aliases and Column Aliases? Do they Affect Performance? What is the difference between CHAR and VARCHAR Datatypes? What is the Difference between VARCHAR and VARCHAR(MAX) Datatypes? What is the Difference between VARCHAR and NVARCHAR datatypes? Which are the Important Points to Note when Multilanguage Data is Stored in a Table? How to Optimize Stored Procedure Optimization? What is SQL Injection? How to Protect Against SQL Injection Attack? How to Find Out the List Schema Name and Table Name for the Database? What is CHECKPOINT Process in the SQL Server? SQL SERVER – Interview Questions and Answers – Frequently Asked Questions – Day 12 of 31 How does Using a Separate Hard Drive for Several Database Objects Improves Performance Right Away? How to Find the List of Fixed Hard Drive and Free Space on Server? Why can there be only one Clustered Index and not more than one? What is Difference between Line Feed (\n) and Carriage Return (\r)? Is It Possible to have Clustered Index on Separate Drive From Original Table Location? What is a Hint? How to Delete Duplicate Rows? Why the Trigger Fires Multiple Times in Single Login? 2012 CTRL+SHIFT+] Shortcut to Select Code Between Two Parenthesis Shortcut key is CTRL+SHIFT+]. This key can be very useful when dealing with multiple subqueries, CTE or query with multiple parentheses. When exercised this shortcut key it selects T-SQL code between two parentheses. Monday Morning Puzzle – Query Returns Results Sometimes but Not Always I am beginner with SQL Server. I have one query, it sometime returns a result and sometime it does not return me the result. Where should I start looking for a solution and what kind of information I should send to you so you can help me with solving. I have no clue, please guide me. Remove Debug Button in SSMS – SQL in Sixty Seconds #020 – Video Effect of Case Sensitive Collation on Resultset Collation is a very interesting concept but I quite often see it is heavily neglected. I have seen developer and DBA looking for a workaround to fix collation error rather than understanding if the side effect of the workaround. Switch Between Two Parenthesis using Shortcut CTRL+] Earlier this week I wrote a blog post about CTRL+SHIFT+] Shortcut to Select Code Between Two Parenthesis, I received quite a lot of positive feedback from readers. If you are a regular reader of the blog post, you must be aware that I appreciate the learning shared by readers. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • Box Collider isn't rotating with Game Object

    - by pek
    I have a method that creates a room by instantiating a prefab, places it in a grid and the re-sizes the collider based on a room definition (location in grid, rotation, width and height). Here is the method: public void CreateRoom(RoomAction action) { GameObject roomGameObject = Instantiate(this.roomPrefab, Vector3.zero, action.RoomPrefab.transform.rotation) as GameObject; roomGameObject.transform.parent = this.transform; roomGameObject.transform.localPosition = new Vector3(action.MansionOffsetX, 0, -action.MansionOffsetY) * this.blockSize; roomGameObject.transform.localPosition += new Vector3((action.Room.Width * this.blockSize) / 2, 0, -((action.Room.Height * this.blockSize) / 2)); BoxCollider roomCollider = roomGameObject.GetComponent<BoxCollider>(); roomCollider.isTrigger = true; roomCollider.center = new Vector3(0, this.height / 2, 0); roomCollider.size = new Vector3(action.Room.Width * this.blockSize, this.height, action.Room.Height * this.blockSize); roomGameObject.transform.RotateAroundLocal(roomGameObject.transform.up, Mathf.Deg2Rad * -90 * action.Rotation); } The problem I'm having is that, while the room rotates correctly, but for some reason, the collider isn't rotating with the game object. Here is a screenshot: Any idea on what am I doing wrong?

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  • Free Team Foundation Service a Boon for Play Projects

    - by Ken Cox [MVP]
    My ‘jump in and sink or swim’ learning style leads me to create dozens of unbillable ‘play’ projects in Visual Studio 2012.  For example, I’m currently learning to customize the powerful auction/fixed price/classifieds software called AuctionWorx Enterprise.  I make stupid mistakes as I grasp a new API and configure projects. It’s frustrating to go down a rat hole and discover the VS IDE’s Undo doesn’t reach back to a working build from the previous weekend. Enter Visual Studio’s Free Team Foundation Service.  Put your play projects into the free source control and check in (or shelve) a snapshot before embarking on something risky. (I already use Discount ASP.NET’s Team Foundation Server hosting for client projects so there’s zero TFS/VS learning curve for me and first class GUI support.) TFS is free right now for teams of five or fewer. I’m not naive enough to expect ‘free’ to last forever. So, it’ll be interesting to see how much Microsoft intends to charge in 2013 for TFS. In the meantime, why not grab some free source code storage? BTW, it’s weird to realize that Microsoft is backing up my junky little playtime code on three physically-distinct servers every day - and taking incremental backups every hour.

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  • Need to combine a color, mask, and sprite layer in a shader

    - by Donutz
    My task: to display a sprite using different team colors. I have a sprte graphic, part of which has to be displayed as a team color. The color isn't 'flat', i.e. it shades from brighter to darker. I can't "pre-build" the graphics because there are just too many, so I have to generate them at runtime. I've decided to use a shader, and supply it with a texture consisting of the team color, a texture consisting of a mask (black=no color, white=full color, gray=progressively dimmed color), and the sprite grapic, with the areas where the team color shows being transparent. So here's my shader code: // Effect attempts to merge a color layer, a mask layer, and a sprite layer // to produce a complete sprite sampler UnitSampler : register(s0); // the unit sampler MaskSampler : register(s1); // the mask sampler ColorSampler : register(s2); // the color float4 main(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex1 = tex2D(ColorSampler, texCoord); // get the color float4 tex2 = tex2D(MaskSampler, texCoord); // get the mask float4 tex3 = tex2D(UnitSampler,texCoord); // get the unit float4 tex4 = tex1 * tex2.r * tex3; // color * mask * unit return tex4; } My problem is the calculations involving tex1 through tex4. I don't really understand how the manipulations work, so I'm just thrashing around, producing lots of different incorrect effects. So given tex1 through tex3, what calcs do I do in order to take the color (tex1), mask it (tex2), and apply the result to the unit if it's not zero? And would I be better off to make the mask just on/off (white/black) and put the color shading in the unit graphic?

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  • Microsoft Researchers shows off best Touch Screen ever made. Better than Apple touch screens!

    - by Gopinath
    All the touch devices we have in market today like iPads, iPhones, Samsung tablets and phones, etc.  have a very small issue – 100 milliseconds of lag. The lag is the amount of time a touch device takes to respond after you touch the device. The 100 milliseconds of lag may not be an issue when you are tapping and swapping the interface elements on a device, but they are apparent when you wing your finger around the screen faster. For example if you use any painting app, the lag is very obvious and screen responds slowly than an artist can paint with his finger. Researchers at Microsoft labs came out with a prototype of touch device that drastically cuts down the 100 milliseconds of lag time to just 1 millisecond. That’s 100 times faster than today’s touch screen devices. Check out the video embedded below for a demo of new touch screen. Over at TechCrunch, Chris Velazco says: The difference is staggering, especially when Dietz trots out the slow-motion footage. With the delay between touch input and screen response slashed by orders of magnitude, a device that sports the sort of super-low-latency Dietz envisions has the potential to feel far more (for lack of a better term) natural than its brethren. There’s zero delay when you slide a checker across a board, for example, and bringing that sort of instantaneous feedback to the many screens in our lives could help to bridge the gap between operating a bit of software and the feeling of interacting with objects.   It will be great boost to Microsoft’s tablet strategy if they succeed in bringing this research into mass market and allow it’s partners to use the technology on Windows 8 tablets.

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  • How to evaluate a user against optimal performance?

    - by Alex K
    I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning negative scores, which I think most players will be discouraged by. The problem is that I only know the ideal number of actions to get the desired result. The worst case is infinite number of actions, so there is no obvious scale. The trivial way I referred to above is to take score = (#optimal-moves - #players-moves), with ideal score being zero. However, psychologically people like big numbers. No one wants to win by getting a mark of 0. I wonder if there is a system that someone else has come up with before to solve this problem? Essentially I wish to score the players based on: How close they've come to the ideal solution. Different challenges will have different optimal number of actions, so the scoring system needs to take that into account, e.g. Challenge 1 - max 10 points, Challenge 2 - max 20 points. I don't mind giving the players negative scores if they've performed exceptionally badly, I just don't want all scores to be <=0

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  • Deploy code to Windows Azure from Dropbox

    - by Gopinath
    There is a lot of innovation happening at Windows Azure team these days under the leadership of ScottGu. The recent updates to Windows Azure published couple of days ago allows us to deploy code to Windows Azure websites straight from Dropbox. It’s very easy and simple to use. Authorize Windows Azure account to talk to Dropbox and whenever you want to deploy latest code from Dropbox just click it button. Boom! The latest code from Dropbox will be automatically deployed on Windows Azure. Everything works like magic. Wow, isn’t this a cool feature for those who don’t want to maintain their version control systems like Git, Svn or TFS? This is a big deal to many developers who maintain their personal websites source code on Dropbox. Wondering why developers maintain their source code in Dropbox? It’s easy to use Dropbox(zero learning curve) and setting up a source control systems demands lot of administrative activities as well as money for hosting them. Here is a quick walk through of deploying code to Windows Azure from Dropbox. Though I’m not going to user this feature for deploying code of my website coziie.com (I’ve a personal SVN server hosted), I’m going to recommend to all my friends who maintain their source code on Dropbox.  For more details read the detailed post on ScottGu’s blog.

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  • Managing user privileges, best practices [on hold]

    - by Loïc N.
    I'm am new to web development. I'm creating a website where different user can have different privileges, such as creating/editing/deleting a news, or adding/editing/deleting whatever kind of content on the website. I started by creating a "user type" that would indicate the user's privileges (such as "user", "newser", "moderator", "admin", and so on), but I quickly started noticing issues that made me think that this might be a naive approach to this issue. What if I want to give a regular user the right to edit a news (for whatever reason)? Then the user would be half "user", half "newser". But the system I use can only handle one user-type. So what would be the best practice here? I was thinking of removing the concept of roles (or "user-types" such as newser) and only have the concept of "privilege", where every user could have zero to many privileges. So, to re-use the above example, if I wanted a user to have the right to edit some news, I would only have to give him a "edit news" privilege. Is this the way to go?

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  • Clipping polygons in XNA with stencil (not using spritebatch)

    - by Blau
    The problem... i'm drawing polygons, in this case boxes, and i want clip children polygons with its parent's client area. // Class Region public void Render(GraphicsDevice Device, Camera Camera) { int StencilLevel = 0; Device.Clear( ClearOptions.Stencil, Vector4.Zero, 0, StencilLevel ); Render( Device, Camera, StencilLevel ); } private void Render(GraphicsDevice Device, Camera Camera, int StencilLevel) { Device.SamplerStates[0] = this.SamplerState; Device.Textures[0] = this.Texture; Device.RasterizerState = RasterizerState.CullNone; Device.BlendState = BlendState.AlphaBlend; Device.DepthStencilState = DepthStencilState.Default; Effect.Prepare(this, Camera ); Device.DepthStencilState = GlobalContext.GraphicsStates.IncMask; Device.ReferenceStencil = StencilLevel; foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } foreach ( Region child in ChildrenRegions ) { child.Render( Device, Camera, StencilLevel + 1 ); } Effect.Prepare( this, Camera ); // This does not works Device.BlendState = GlobalContext.GraphicsStates.NoWriteColor; Device.DepthStencilState = GlobalContext.GraphicsStates.DecMask; Device.ReferenceStencil = StencilLevel; // This should be +1, but in that case the last drrawed is blue and overlap all foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } } public static class GraphicsStates { public static BlendState NoWriteColor = new BlendState( ) { ColorSourceBlend = Blend.One, AlphaSourceBlend = Blend.One, ColorDestinationBlend = Blend.InverseSourceAlpha, AlphaDestinationBlend = Blend.InverseSourceAlpha, ColorWriteChannels1 = ColorWriteChannels.None }; public static DepthStencilState IncMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.IncrementSaturation, }; public static DepthStencilState DecMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.DecrementSaturation, }; } How can achieve this? EDIT: I've just relized that the NoWriteColors.ColorWriteChannels1 should be NoWriteColors.ColorWriteChannels. :) Now it's clipping right. Any other approach?

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  • When i trid to install ubuntu 11.10 i get an error '"Windows Backend object has no attribute 'iso-path' - see log for details.'

    - by Raja
    I am trying to install Ubuntu 11.10 in windows XP, Everything went as before until the countdown clock reached zero, then I got "Windows Backend object has no attribute 'iso-path' - see log for details. It's done it three times now. (Formatting in between) The end of the log says 11-01 17:20 DEBUG TaskList: New task check_iso 11-01 17:20 DEBUG TaskList: ### Running check_iso... 11-01 17:20 DEBUG CommonBackend: Checking Y:\ubuntu\install\installation.iso 11-01 17:20 DEBUG Distro: checking Ubuntu ISO Y:\ubuntu\install\installation.iso 11-01 17:20 DEBUG Distro: wrong size: 8094031872 900000000 11-01 17:20 DEBUG TaskList: ### Finished check_iso 11-01 17:20 ERROR TaskList: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in call File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path' 11-01 17:20 DEBUG TaskList: # Cancelling tasklist 11-01 17:20 DEBUG TaskList: # Finished tasklist 11-01 17:20 ERROR root: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 130, in select_task File "\lib\wubi\application.py", line 205, in run_cd_menu File "\lib\wubi\application.py", line 120, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in call File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path'

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  • Extreme Optimization –Mathematical Constants and Basic Functions

    - by JoshReuben
    Machine constants The MachineConstants class - contains constants for floating-point arithmetic because the CLS System.Single and Double floating-point types do not follow the standard conventions and are useless. machine constants for the Double type: machine precision: Epsilon , SqrtEpsilon CubeRootEpsilon largest possible value: MaxDouble , SqrtMaxDouble, LogMaxDouble smallest Double-precision floating point number that is greater than zero: MinDouble , SqrtMinDouble , LogMinDouble A similar set of constants is available for the Single Datatype  Mathematical Constants The Constants class contains static fields for many mathematical constants and common expressions involving small integers – if you are doing thousands of iterations, you wouldn't want to calculate OneOverSqrtTwoPi , Sqrt17 or Log17 !!! Fundamental constants E - The base for the natural logarithm, e (2.718...). EulersConstant - (0.577...). GoldenRatio - (1.618...). Pi - the ratio between the circumference and the diameter of a circle (3.1415...). Expressions involving fundamental constants: TwoPi, PiOverTwo, PiOverFour, LogTwoPi, PiSquared, SqrPi, SqrtTwoPi, OneOverSqrtPi, OneOverSqrtTwoPi Square roots of small integers: Sqrt2, Sqrt3, Sqrt5, Sqrt7, Sqrt17 Logarithms of small integers: Log2, Log3, Log10, Log17, InvLog10  Elementary Functions The IterativeAlgorithm<T> class in the Extreme.Mathematics namespace defines many elementary functions that are missing from System.Math. Hyperbolic Trig Functions: Cosh, Coth, Csch, Sinh, Sech, Tanh Inverse Hyperbolic Trig Functions: Acosh, Acoth, Acsch, Asinh, Asech, Atanh Exponential, Logarithmic and Miscellaneous Functions: ExpMinus1 - The exponential function minus one, ex-1. Hypot - The hypotenuse of a right-angled triangle with specified sides. LambertW - Lambert's W function, the (real) solution W of x=WeW. Log1PlusX - The natural logarithm of 1+x. Pow - A number raised to an integer power.

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  • GetData() error creating framebuffer

    - by Lelezeus
    I'm currently porting a game written in C# with XNA library to Android with Monogame. I have a Texture2D and i'm trying to get an array of uint in this way: Texture2d textureDeform = game.Content.Load<Texture2D>("Texture/terrain"); uint[] pixelDeformData = new uint[textureDeform.Width * textureDeform.Height]; textureDeform.GetData(pixelDeformData, 0, textureDeform.Width * textureDeform.Height); I get the following exception: System.Exception: Error creating framebuffer: Zero at Microsoft.Xna.Framework.Graphics.Texture2D.GetTextureData (Int32 ThreadPriorityLevel) [0x00000] in :0 I found that the problem is in private byte[] GetTextureData(int ThreadPriorityLevel) creating the framebuffer: private byte[] GetTextureData(int ThreadPriorityLevel) { int framebufferId = -1; int renderBufferID = -1; GL.GenFramebuffers(1, ref framebufferId); // framebufferId is still -1 , why can't be created? GraphicsExtensions.CheckGLError(); GL.BindFramebuffer(All.Framebuffer, framebufferId); GraphicsExtensions.CheckGLError(); //renderBufferIDs = new int[currentRenderTargets]; GL.GenRenderbuffers(1, ref renderBufferID); GraphicsExtensions.CheckGLError(); // attach the texture to FBO color attachment point GL.FramebufferTexture2D(All.Framebuffer, All.ColorAttachment0, All.Texture2D, this.glTexture, 0); GraphicsExtensions.CheckGLError(); // create a renderbuffer object to store depth info GL.BindRenderbuffer(All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent24Oes, Width, Height); GraphicsExtensions.CheckGLError(); // attach the renderbuffer to depth attachment point GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); All status = GL.CheckFramebufferStatus(All.Framebuffer); if (status != All.FramebufferComplete) throw new Exception("Error creating framebuffer: " + status); ... } The frameBufferId is still -1, seems that framebuffer could not be generated and I don't know why. Any help would be appreciated, thank you in advance.

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  • I have a bad install of Windows on another hard drive and it won't let me install a fresh copy. How do I fix it in Ubuntu 12.04?

    - by Dana LaBerge
    Basically, there was a security issue in the drivers for my graphics card. It was a 64-bit card and I installed 32-bit Windows. Apparently, before SP1 was available, which fixed that issue, 6 trojan horses got in. They stopped SP1 from installing. After going through the ringer several times, I finally talked to a person who knew the problem. It was something about how the drivers tried to transfer between the 32-bit OS and the 64-bit card that left me open. Ever since, my computer has been slow and has had weird issues. Like tinypic wouldn't ever load. Also, certain programs wouldn't install. So I eventually talk to the dude that knew the problem and he takes the reigns and does some diagnostics. He tells me that to fix it I have to format the hard drive and do a fresh install. I'm okay with that because I was planning on it anyway, to upgrade to the 64-bit version. The problem is, how do I do that? I have the disk to install the new copy, but when I go to install it, it tells me I can't and to check the log file. However, I don't know where that log file is, and it wiped my install of Windows out. How do I find the file and as a different route to get to the goal, how do I zero out the drive from Ubuntu 12.04? (I installed the 64-bit version just the other day)

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  • Very slow write access to SSD disks on some Asus P8Z77 motherboards

    - by lenik
    I have Asus P8Z77-V LK motherboard, that ran Mint 13 (based on Ubuntu 12.04) just perfectly, but recently I've tried to install Mint 17 and noticed abysmal write performance. Write speed on SSD disk was about 1.5MB/sec, when it's supposed to be in 150-250MB/sec range. For write testing I've used dd if=/dev/zero of=/dev/sda bs=10M count=10 while booted up from LiveCD. I have also tested the read speed with hdparm -tT /dev/sda and got about 440MB/sec -- that's normal. I can tell, the read performance has not degraded at all and is not an issue here. Since I had a few different SSD disks and few motherboards, I've tested and tested and here are results: Asus P8H77 works fine with Mint13, has very slow write speed starting from Mint14. Asus P8Z77-V LK works with Mint13, has very slow write speed starting from Mint14. Asus P8Z77-V PRO works with Mint13, and works just fine with Mint14, 15, 16 and 17. The only difference between "PRO" version and others is that it has extra SATA controller onboard (in addition to the Z77 chipset SATA controller) providing extra 2 SATA ports. SSD disks work fine with "PRO" version when connected to the native SATA ports as well as to the ports provided by extra SATA controller, so this does not look like a hardware issue. As far as I can tell, there's something changed in the kernel while going from 3.2 to 3.5, that affects the detection of onboard SATA controller for Asus P8*77 motherboards, that screws up the write speed for SSD drives. Could anyone shed some light on how to fix this issue or, possibly, give a pointer to a more suitable place to ask this question?

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  • 2D XNA C#: Texture2D Wrapping Issue

    - by Kieran
    Working in C#/XNA for a Windows game: I'm using Texture2D to draw sprites. All of my sprites are 16 x 32. The sprites move around the screen as you would expect, by changing the top X/Y position of them when they're being drawn by the spritebatch. Most of the time when I run the game, the sprites appear like this: and when moved, they move as I expect, as one element. Infrequently they appear like this: and when moved it's like there are two sprites with a gap in between them - it's hard to describe. It only seems to happen sometimes - is there something I'm missing? I'd really like to know why this is happening. [Edit:] Adding Draw code as requested: This is the main draw routine - it first draws the sprite to a RenderTarget then blows it up by a scale of 4: protected override void Draw(GameTime gameTime) { // Draw to render target GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.CornflowerBlue); Texture2D imSprite = null; spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointWrap, null, null); ManSprite.Draw(spriteBatch); base.Draw(gameTime); spriteBatch.End(); // Draw render target to screen GraphicsDevice.SetRenderTarget(null); imageFrame = (Texture2D)renderTarget; GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null); spriteBatch.Draw(imageFrame, new Vector2(0, 0), null, Color.White, 0, new Vector2(0, 0), IM_SCALE, SpriteEffects.None, 0); spriteBatch.End(); } This is the draw routine for the Sprite class: public virtual void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Texture, new Vector2(PositionX, PositionY), null, Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.3f); }

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  • Spotlight on mkyong

    - by MarkH
    Occasionally, I'd like to share a blog I've discovered or that someone has passed along to me. Criteria are few, but in a nutshell, it must be: Java-related. (Doh!) Interesting. A good blog is exciting to read at some level, whether due to perspective, eye-catching writing, or technical insight. It doesn't have to read like a Stephen King novel, but it should grab you somehow. Technically deep or technically broad. A site that dives deeply, quickly is a great reference for particular topics/tasks. On the other hand, one that covers a lot of ground at a high-but-still-technical level can be a handy site to visit occasionally as well. Both are what I consider "bookmarkable", but for different reasons. Drumroll, please... With that in mind, this Blog Spotlight is cast upon mkyong.com, a site I stumbled across that offers a little bit of everything for various Java dev audiences. The title indicates the site is for "Java web development tutorials", and indeed it does have these: JSF, Spring, Struts, Hibernate, JAX-WS, JAX-RS, and numerous other topics are addressed to varying degrees. The site isn't devoted exclusively to server-side tutorials, though. Recent posts include mobile development topics, and the links at the bottom of the page connect you to reference pages and other useful sites. I've poked around through a couple of the tutorials and, while they won't take you from "zero to hero", they do seem to provide a nice overview of the subject at hand. They also offer an occasional explanatory comment that is missing from far too many texts, sites, and doc pages. It's not a perfect site, but I like it. The Bottom Line mkyong.com offers a nice "summary site" of server-side tutorials, mobile dev posts, and reference links. Check it out! All the best,Mark 

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  • '"Windows Backend object has no attribute 'iso-path' - see log for details.' error when trying to install

    - by Raja
    I am trying to install Ubuntu 11.10 in windows XP, Everything went as before until the countdown clock reached zero, then I got "Windows Backend object has no attribute 'iso-path' - see log for details. It's done it three times now. (Formatting in between) The end of the log says ====== 11-01 17:20 DEBUG TaskList: New task check_iso 11-01 17:20 DEBUG TaskList: ### Running check_iso... 11-01 17:20 DEBUG CommonBackend: Checking Y:\ubuntu\install\installation.iso 11-01 17:20 DEBUG Distro: checking Ubuntu ISO Y:\ubuntu\install\installation.iso 11-01 17:20 DEBUG Distro: wrong size: 8094031872 > 900000000 11-01 17:20 DEBUG TaskList: ### Finished check_iso 11-01 17:20 ERROR TaskList: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path' 11-01 17:20 DEBUG TaskList: # Cancelling tasklist 11-01 17:20 DEBUG TaskList: # Finished tasklist 11-01 17:20 ERROR root: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 130, in select_task File "\lib\wubi\application.py", line 205, in run_cd_menu File "\lib\wubi\application.py", line 120, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path'

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