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  • Algorithmic problem - quickly finding all #'s where value %x is some given value

    - by Steve B.
    Problem I'm trying to solve, apologies in advance for the length: Given a large number of stored records, each with a unique (String) field S. I'd like to be able to find through an indexed query all records where Hash(S) % N == K for any arbitrary N, K (e.g. given a million strings, find all strings where HashCode(s) % 17 = 5. Is there some way of memoizing this so that we can quickly answer any question of this form without doing the % on every value? The motivation for this is a system of N distributed nodes, where each record has to be assigned to at least one node. The nodes are numbered 0 - (K-1) , and each node has to load up all of the records that match it's number: If we have 3 nodes Node 0 loads all records where Hash % 3 ==0 Node 1 loads all records where Hash % 3 ==1 Node 2 loads all records where Hash % 3 ==2 adding a 4th node, obviously all the assignments have to be recomputed - Node 0 loads all records where Hash % 4 ==0 ... etc I'd like to easily find these records through an indexed query without having to compute the mod individually. The best I've been able to come up with so far: If we take the prime factors of N (p1 * p2 * ... ) if N % M == I then p % M == I % p for all of N's prime factors e.g. 10 nodes : N % 10 == 6 then N % 2 = 0 == 6 %2 N % 5 = 1 == 6 %5 so storing an array of the "%" of N for the first "reasonable" number of primes for my data set should be helpful. For example in the above example we store the hash and the primes HASH PRIMES (array of %2, %3, %5, %7, ... ]) 16 [0 1 1 2 .. ] so looking for N%10 == 6 is equivalent to looking for all values where array[1]==1 and array[2] == 1. However, this breaks at the first prime larger than the highest number I'm storing in the factor table. Is there a better way?

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  • Bust Out these 13 Spooky Games for Halloween

    - by Jason Fitzpatrick
    Looking for a suitably spooky board game for Halloween? This roundup includes everything from the light-hearted to the dark and challenging. Over at GeekDad they’ve rounded up 13 horror/Halloween themed board games to help you fill your holiday board gaming quota. The list includes classics like the in-depth and atmospheric Arkham Horror to more recent and kid-friendly GeistesBlitz. Although we think their list is rock solid and includes some great titles, we’re disappointed to see that Witch of Salem, a great lighter-weight alternative to Arkham Horror for those nights you want some cooperative H.P. Lovecraft inspired play without the massive setup and game length, didn’t make the list. To check out the full GeekDad list hit up the link below, for more boardgame-centric reading we highly recommend the excellent board gaming site BoardgameGeek. 13 Spooky Board Games for Your Halloween Game Night [GeekDad] What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • Should we encourage coding styles in favor of developer's autonomy, or discourage it in favor of consistency?

    - by Saeed Neamati
    A developer writes if/else blocks with one-line code statements like: if (condition) // Do this one-line code else // Do this one-line code Another uses curly braces for all of them: if (condition) { // Do this one-line code } else { // Do this one-line code } A developer first instantiates an object, then uses it: HelperClass helper = new HelperClass(); helper.DoSomething(); Another developer instantiates and uses the object in one line: new HelperClass().DoSomething(); A developer is more easy with arrays, and for loops: string[] ordinals = new string[] {'First', 'Second', 'Third'}; for (i = 0; i < ordinals.Length; i++) { // Do something } Another writes: List<string> ordinals = new List<string>() {'First', 'Second', 'Third'}; foreach (string ordinal in ordinals) { // Do something } I'm sure that you know what I'm talking about. I call it coding style (cause I don't know what it's called). But whatever we call it, is it good or bad? Does encouraging it have an effect of higher productivity of developers? Should we ask developers to try to write code the way we tell them, so to make the whole system become style-consistent?

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  • Disappearring instances of VertexPositionColor using MonoGame

    - by Rosko
    I am a complete beginner in graphics developing with XNA/Monogame. Started my own project using Monogame 3.0 for WinRT. I have this unexplainable issue that some of the vertices disappear while doing some updates on them. Basically, it is a game with balls who collide with the walls and with each other and in certain conditions they explode. When they explode they disappear. Here is a video demonstrating the issue. I used wireframes so that it is easier to see how vertices are missing. The perfect exploding balls are the ones which are result by user input with mouse clicking. Thanks for the help. The situations is: I draw user primitives with triangle strips using like this graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, circleVertices, 0, primitiveCount); All of the primitives are in the z-plane (z = 0), I thought that it is the culling in action. I tried setting the culling mode to none but it did not help. Here is the code responsible for the explosion private void Explode(GameTime gameTime, ref List<Circle> circles) { if (this.isExploding) { for (int i = 0; i < this.circleVertices.Length; i++) { if (this.circleVertices[i] != this.circleCenter) { if (Vector3.Distance(this.circleVertices[i].Position, this.circleCenter.Position) < this.explosionRadius * precisionCoefficient) { var explosionVector = this.circleVertices[i].Position - this.circleCenter.Position; explosionVector.Normalize(); explosionVector *= explosionSpeed; circleVertices[i].Position += explosionVector * (float)gameTime.ElapsedGameTime.TotalSeconds; } else { circles.Remove(this); } } } } } I'd be really greatful if anyone has suggestions about how to fix this issue.

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  • Is there a canonical source supporting "all-surrogates"?

    - by user61852
    Background The "all-PK-must-be-surrogates" approach is not present in Codd's Relational Model or any SQL Standard (ANSI, ISO or other). Canonical books seems to elude this restrictions too. Oracle's own data dictionary scheme uses natural keys in some tables and surrogate keys in other tables. I mention this because these people must know a thing or two about RDBMS design. PPDM (Professional Petroleum Data Management Association) recommend the same canonical books do: Use surrogate keys as primary keys when: There are no natural or business keys Natural or business keys are bad ( change often ) The value of natural or business key is not known at the time of inserting record Multicolumn natural keys ( usually several FK ) exceed three columns, which makes joins too verbose. Also I have not found canonical source that says natural keys need to be immutable. All I find is that they need to be very estable, i.e need to be changed only in very rare ocassions, if ever. I mention PPDM because these people must know a thing or two about RDBMS design too. The origins of the "all-surrogates" approach seems to come from recommendations from some ORM frameworks. It's true that the approach allows for rapid database modeling by not having to do much business analysis, but at the expense of maintainability and readability of the SQL code. Much prevision is made for something that may or may not happen in the future ( the natural PK changed so we will have to use the RDBMS cascade update funtionality ) at the expense of day-to-day task like having to join more tables in every query and having to write code for importing data between databases, an otherwise very strightfoward procedure (due to the need to avoid PK colisions and having to create stage/equivalence tables beforehand ). Other argument is that indexes based on integers are faster, but that has to be supported with benchmarks. Obviously, long, varying varchars are not good for PK. But indexes based on short, fix-length varchar are almost as fast as integers. The questions - Is there any canonical source that supports the "all-PK-must-be-surrogates" approach ? - Has Codd's relational model been superceded by a newer relational model ?

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  • Visually and audibly unambiguous subset of the Latin alphabet?

    - by elliot42
    Imagine you give someone a card with the code "5SBDO0" on it. In some fonts, the letter "S" is difficult to visually distinguish from the number five, (as with number zero and letter "O"). Reading the code out loud, it might be difficult to distinguish "B" from "D", necessitating saying "B as in boy," "D as in dog," or using a "phonetic alphabet" instead. What's the biggest subset of letters and numbers that will, in most cases, both look unambiguous visually and sound unambiguous when read aloud? Background: We want to generate a short string that can encode as many values as possible while still being easy to communicate. Imagine you have a 6-character string, "123456". In base 10 this can encode 10^6 values. In hex "1B23DF" you can encode 16^6 values in the same number of characters, but this can sound ambiguous when read aloud. ("B" vs. "D") Likewise for any string of N characters, you get (size of alphabet)^N values. The string is limited to a length of about six characters, due to wanting to fit easily within the capacity of human working memory capacity. Thus to find the max number of values we can encode, we need to find that largest unambiguous set of letters/numbers. There's no reason we can't consider the letters G-Z, and some common punctuation, but I don't want to have to go manually pairwise compare "does G sound like A?", "does G sound like B?", "does G sound like C" myself. As we know this would be O(n^2) linguistic work to do =)...

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  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

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  • Calculate travel time on road map with semaphores

    - by Ivansek
    I have a road map with intersections. At intersections there are semaphores. For each semaphore I generate a red light time and green light time which are represented with syntax [R:T1, G:T2], for example: 119 185 250 A ------- B: [R:6, G:4] ------ C: [R:5, G:5] ------ D I want to calculate a car travel time from A - D. Now I do this with this pseudo code: function get_travel_time(semaphores_configuration) { time = 0; for( i=1; i<path.length;i++) { prev_node = path[i-1]; next_node = path[i]); cost = cost_between(prev_node, next_node) time += (cost/movement_speed) // movement_speed = 50px per second light_times = get_light_times(path[i], semaphore_configurations) lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light; // Lights cycle time light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } } return time; } So for distance 119 between A and B travel time is, 119/50 = 2.38s ( exactly mesaured time is between 2.5s and 2.6s), then we add time if we came at a red light when at B. If we came at a red light is calculated with lines: lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } This pseudo code doesn't calculate exactly the same times as they are mesaured, but the calculations are very close to them. Any idea how I would calculate this?

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  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

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  • Making particle bounce off a line with friction

    - by Dlaor
    So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result = vec - 2f * axis * axis.Dot(vec); return result; } Which works fine, but then I decided I wanted to be able to change the bounciness and friction of the bounce. I got bounciness down... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness) //Bounciness goes from 0 to 1, 0 being not bouncy and 1 being perfectly bouncy { var reflect = (1 + bounciness); //2f Vector2f result = vec - reflect * axis * axis.Dot(vec); return result; } But when I tried to add friction, everything went to hell and back... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness, float friction) //Does not work at all! { var reflect = (1 + bounciness); //2f Vector2f subtract = reflect * axis * axis.Dot(vec); Vector2f subtract2 = axis * axis.Dot(vec); Vector2f result = vec - subtract; result -= axis.PerpendicularLeft() * subtract2.Length() * friction; return result; } Any physics guys willing to help me out with this? (if you're not sure what I mean with the friction of a bounce see this: http://www.metanetsoftware.com/technique/diagrams/A-1_particle_collision.swf)

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  • 3d Picking under reticle

    - by Wolftousen
    i'm currently trying to work out some 3d picking code that I started years ago, but then lost interested the assignment was completed (this part wasn't actually part of the assignment). I am not using the mouse coords for picking, i'm just using the position in 3d space and a ray directly out from there. A small hitch though is that I want to use a cone and not a ray. Here are the variables i'm using: float iReticleSlope = 95/3000; //inverse reticle slope float baseReticle = 1; //radius of the reticle at z = 0 float maxRange = 3000; //max range to target Quaternion orientation; //the cameras orientation Vector3d position; //the cameras position Then I loop through each object in the world: Vector3d transformed; //object position after transformations float d, r; //holder variables for(i = 0; i < objects.length; i++) { transformed = position - objects[i].position; //transform the position relative to camera orientation.multiply(transformed); //orient the object relative to the camera if(transformed.z < 0) { d = sqrt(transformed[0] * transformed[0] + transformed[1] * transformed[1]); r = -transformed[2] * iReticleSlope + objects[i].radius; if(d < r && -transformed[2] - objects[i].radius <= maxRange) { //the object is under the reticle } else { //the object is not under the reticle } } else { //the object is not under the reticle } } Now this all works fine and dandy until the window ratio doesn't match the resolution ratio. Is there any simple way to account for that

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  • Index Check and Correct Character Display in a Console Hangman Game for Java

    - by Jen
    I have this problem wherein, I can not display the correct characters given by the character. Here's what I meant: String words, in; String replaced_words; Scanner s = new Scanner (System.in); System.out.println("Enter a line of words basing on an event, verse, place or a name of a person."); words = s.nextLine(); System.out.println("The words you just placed are now accepted."); //using char array method, we tried to place the words into a characters array. char [] c = words.toCharArray(); // we need to replace the replaced_words = words.replace(' ', '_').replaceAll("[^\\-]", "-"); for (int i = 0; i < replaced_words.length(); i++) { System.out.print(replaced_words.charAt(i) + " "); } System.out.println("Now, please input a character, guessing the words you just placed."); in = s.nextLine(); in that code, want that the user, when types a word (or should it be character?), any of the correct character the user inputs will be displayed, and changes the hyphen to it...(more like the hangman series of games). How can I achieve this?

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  • How to justify rewriting/revamping legacy software in a business case?

    - by sxthomson
    I work for a great little software company which makes good revenue from our main software package. The problem for me is that it's almost unmaintainable. It's written in Delphi 7 (has upgraded versions over time) and has been worked on by a lot of developers over the past 20 or so years. The software lacks any meaningful architecture - there's no object orientation whatsoever, horrible amounts of cyclical dependencies and an over-reliance on global variables to name just a few things. Another huge thing for me is Delphi 7 does NOT support 64-bit. The problem here for me is that my management team don't care about technical things, they want to know why they should care. Obviously that's expected, so what I'm asking here is for some guidance, or tales, or pitfalls about this kind of thing. There's a few things I would love to include, namely for me, the length of time taken to debug/write a feature in "legacy" code, versus coherent, well structured OO code. Does anyone know of any blog posts or the like where this is talked about? For us in the company this is a huge reason. Despite being decent developers we feel like writing a new feature is just piling more rubbish on top. On top of that, even for me who has a decent level of understanding of the code, changing things is infuriating - a small change can have a ridiculous domino effect. Anyone have any experiences they'd like to share?

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  • Employers and intellectual property 2

    - by Rick
    I have a question about intellectual property, I am currently a manager in a small manufacturing firm. The owners are driven by greed and don't appreciate the development process of complex machinery and are happy just to send things out half done. I on the other hand think that it should be done properly as breakdown in the field can be costly, embarrassing. They seem to have all of us running around doing most of the work out of hours using the attitude of "Be grateful to have a job" yet no one has a contract or any security or any agreement in place. For a couple of the projects i am using PLC's and doing the code in my own time and the testing during company time, and i am aware that they cannot support their own machines if i left, but as i created the code in my own time who owns it? The have asked my to put in a shutdown code for a maintenance request after a given length of time, could this be classed as criminal damage or anything illegal apart from immoral? (we sell the machines with 12 month warrantee, shut down after) But as time goes on I'm getting rather fed up of the companies attitude toward the client. I am considering keeping the clients as my own and get them to contact me directly In the shutdown code. By doing something like this is a trial version contact me for a full license? I wouldn't feel bad for my current employer as he is not afraid to S***t on people as he has been evolved in numerous law suits and has over 30 failed companies leaving people and customers high and dry, we have took the company this far on the reputation of the workers and and i can see things heading like all the other companies he has owned and taking our reputations with him. So i suppose now i have set the scene, if i code into it to contact me directly in the shutdown could there be any legal impact on me, as i rightly or wrongly think i own the code and designs? Cheers R

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • String manipulation functions in SQL Server 2000 / 2005

    - by Vipin
    SQL Server provides a range of string manipulation functions. I was aware of most of those in back of the mind, but when I needed to use one, I had to dig it out either from SQL server help file or from google. So, I thought I will list some of the functions which performs some common operations in SQL server. Hope it will be helpful to you all. Len (' String_Expression' ) - returns the length of input String_Expression. Example - Select Len('Vipin') Output - 5 Left ( 'String_Expression', int_characters ) - returns int_characters characters from the left of the String_Expression.     Example - Select Left('Vipin',3), Right('Vipin',3) Output -  Vip,  Pin  LTrim ( 'String_Expression' ) - removes spaces from left of the input 'String_Expression'  RTrim ( 'String_Expression' ) - removes spaces from right of the input 'String_Expression' Note - To removes spaces from both ends of the string_expression use Ltrim and RTrim in conjunction Example - Select LTrim(' Vipin '), RTrim(' Vipin ') , LTrim ( RTrim(' Vipin ')) Output - 'Vipin ' , ' Vipin' , 'Vipin' (Single quote marks ' ' are not part of the SQL output, it's just been included to demonstrate the presence of space at the end of string.) Substring ( 'String_Expression' , int_start , int_length ) - this function returns the part of string_expression. Right ( 'String_Expression', int_characters ) - returns int_characters characters from the right of the String_Expression.

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  • Loading Entities Dynamically with Entity Framework

    - by Ricardo Peres
    Sometimes we may be faced with the need to load entities dynamically, that is, knowing their Type and the value(s) for the property(ies) representing the primary key. One way to achieve this is by using the following extension methods for ObjectContext (which can be obtained from a DbContext, of course): 1: public static class ObjectContextExtensions 2: { 3: public static Object Load(this ObjectContext ctx, Type type, params Object [] ids) 4: { 5: Object p = null; 6:  7: EntityType ospaceType = ctx.MetadataWorkspace.GetItems<EntityType>(DataSpace.OSpace).SingleOrDefault(x => x.FullName == type.FullName); 8:  9: List<String> idProperties = ospaceType.KeyMembers.Select(k => k.Name).ToList(); 10:  11: List<EntityKeyMember> members = new List<EntityKeyMember>(); 12:  13: EntitySetBase collection = ctx.MetadataWorkspace.GetEntityContainer(ctx.DefaultContainerName, DataSpace.CSpace).BaseEntitySets.Where(x => x.ElementType.FullName == type.FullName).Single(); 14:  15: for (Int32 i = 0; i < ids.Length; ++i) 16: { 17: members.Add(new EntityKeyMember(idProperties[i], ids[i])); 18: } 19:  20: EntityKey key = new EntityKey(String.Concat(ctx.DefaultContainerName, ".", collection.Name), members); 21:  22: if (ctx.TryGetObjectByKey(key, out p) == true) 23: { 24: return (p); 25: } 26:  27: return (p); 28: } 29:  30: public static T Load<T>(this ObjectContext ctx, params Object[] ids) 31: { 32: return ((T)Load(ctx, typeof(T), ids)); 33: } 34: } This will work with both single-property primary keys or with multiple, but you will have to supply each of the corresponding values in the appropriate order. Hope you find this useful!

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  • Recreating Doodle Jump in Canvas - Platforms spawning out of reach

    - by kushsolitary
    I have started to recreate Doodle Jump in HTML using Canvas. Here's my current progress. As you can see, if you play it for a few seconds, some platforms will be out of the player's reach. I don't know why is this happening. Here's the code which is responsible for the re-spawning of platforms. //Movement of player affected by gravity if(player.y > (height / 2) - (player.height / 2)) { player.y += player.vy; player.vy += gravity; } else { for(var i = 0; i < platforms.length; i++) { var p = platforms[i]; if(player.vy < 0) { p.y -= player.vy; player.vy += 0.08; } if(p.y > height) { position = 0; var h = p.y; platforms[i] = new Platform(); } if(player.vy >= 0) { player.y += player.vy; player.vy += gravity; } } } Also, here's the platform class. //Platform class function Platform(y) { this.image = new Image(); this.image.src = platformImg; this.width = 105; this.height = 25; this.x = Math.random() * (width - this.width); this.y = y || position; position += height / platformCount; //Function to draw it this.draw = function() { try { ctx.drawImage(this.image, this.x, this.y, this.width, this.height); } catch(e) {} }; } You can also see the whole code on the link I provided. Also, when a platform goes out of the view port, the jump animation becomes quirky. I am still trying to find out what's causing this but can't find any solution.

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  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

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  • Two views of Federation: inside out, and outside in

    - by Darin Pendergraft
    IDM customers that I speak to have spent a lot of time thinking about enterprise SSO - asking your employees to log in to multiple systems, each with distinct hard to guess (translation: hard to remember) passwords that fit the corporate security policy for length and complexity is a strategy that is just begging for a lot of help-desk password reset calls. So forward thinking organizations have implemented SSO for as many systems as possible. With the mix of Enterprise Apps moving to the cloud, it makes sense to continue this SSO strategy by Federating with those cloud apps and services.  Organizations maintain control, since employee access to the externally hosted apps is provided via the enterprise account.  If the employee leaves, their access to the cloud app is terminated when their enterprise account is disabled.  The employees don't have to remember another username and password - so life is good. From the outside in - I am excited about the increasing use of Social Sign-on - or BYOI (Bring your own Identity).  The convenience of single-sign on is extended to customers/users/prospects when organizations enable access to business services using a social ID.  The last thing I want when visiting a website or blog is to create another account.  So using my Google or Twitter ID is a very nice quick way to get access without having to go through a registration process that creates another username/password that I have to try to remember. The convenience of not having to maintain multiple passwords is obvious, whether you are an employee or customer - and the security benefit of not having lots of passwords to lose or forget is there as well. Are enterprises allowing employees to use their personal (social) IDs for enterprise apps?  Not yet, but we are moving in the right direction, and we will get there some day.

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  • How to represent a graph with multiple edges allowed between nodes and edges that can selectively disappear

    - by Pops
    I'm trying to figure out what sort of data structure to use for modeling some hypothetical, idealized network usage. In my scenario, a number of users who are hostile to each other are all trying to form networks of computers where all potential connections are known. The computers that one user needs to connect may not be the same as the ones another user needs to connect, though; user 1 might need to connect computers A, B and D while user 2 might need to connect computers B, C and E. Image generated with the help of NCTM Graph Creator I think the core of this is going to be an undirected cyclic graph, with nodes representing computers and edges representing Ethernet cables. However, due to the nature of the scenario, there are a few uncommon features that rule out adjacency lists and adjacency matrices (at least, without non-trivial modifications): edges can become restricted-use; that is, if one user acquires a given network connection, no other user may use that connection in the example, the green user cannot possibly connect to computer A, but the red user has connected B to E despite not having a direct link between them in some cases, a given pair of nodes will be connected by more than one edge in the example, there are two independent cables running from D to E, so the green and blue users were both able to connect those machines directly; however, red can no longer make such a connection if two computers are connected by more than one cable, each user may own no more than one of those cables I'll need to do several operations on this graph, such as: determining whether any particular pair of computers is connected for a given user identifying the optimal path for a given user to connect target computers identifying the highest-latency computer connection for a given user (i.e. longest path without branching) My first thought was to simply create a collection of all of the edges, but that's terrible for searching. The best thing I can think to do now is to modify an adjacency list so that each item in the list contains not only the edge length but also its cost and current owner. Is this a sensible approach? Assuming space is not a concern, would it be reasonable to create multiple copies of the graph (one for each user) rather than a single graph?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Using a CDN for CMS software (multiple sites)

    - by SmokeyPHP
    I'm currently researching ideas for the media management side of a CMS I'm writing. I was looking at having images served from a CDN which is fine on a single site, but I want all sites that run the CMS to make use of a CDN (which will most likely be a custom developed one, rather than a third party service like S3). My main question is: Is a multi-site CDN a good idea? I can't think of a downside, but have probably missed something - obviously they won't share the same folder, as I invisage the requests to be css.cdnsite.com/example.com/style.css or something along those lines. Having multiple sites in the same place will obviously make it easier for us to manage, as well as being cheaper, but then I wonder if it'll be worth it... Long story short: How should the CMS handle user uploaded media (separate installations) Just keep a local copy of all assets and serve them from the same site, like in days of yore? Keep a local copy, force site to use www. and have CDN subdomains per site? Or use a single separate CDN for all sites? Apologies for the length of this question, not sure if this should be multiple questions or not, as all parts are kind of related and could affect each other.

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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