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  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

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  • "continue" and "break" for static analysis

    - by B. VB.
    I know there have been a number of discussions of whether break and continue should be considered harmful generally (with the bottom line being - more or less - that it depends; in some cases they enhance clarity and readability, but in other cases they do not). Suppose a new project is starting development, with plans for nightly builds including a run through a static analyzer. Should it be part of the coding guidelines for the project to avoid (or strongly discourage) the use of continue and break, even if it can sacrifice a little readability and require excessive indentation? I'm most interested in how this applies to C code. Essentially, can the use of these control operators significantly complicate the static analysis of the code possibly resulting in additional false negatives, that would otherwise register a potential fault if break or continue were not used? (Of course a complete static analysis proving the correctness of an aribtrary program is an undecidable proposition, so please keep responses about any hands-on experience with this you have, and not on theoretical impossibilities) Thanks in advance!

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  • Finally found a replacement for my.live.com&hellip;

    - by eddraper
    As I had alluded to before, the transition of http://my.live.com/ to http://my.msn.com/ caused me serious grief. I've been an RSS addict for many, many years and I found the my.live.com UI to be the ultimate RSS reader and gateway to the web. It had been my home page for a long time.  My.msn has a LONG way to go before it matches the elegance and performance of my.live. The site I ended up going with is http://www.netvibes.com/ .   It’s the closest thing I could find that could do four column tiles with a reasonable amount of information density .  I’d still prefer a lot less “chrome” and better use of space, but it’s as close as I’m going to get… One feature I really do like about netvibes, is the pagination feature.  The built in feed reader is also quite nice… All-in-all, I’d recommend netvibes…

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  • OpenGL Shading Program Object Memory Requirement

    - by Hans Wurst
    gDEbugger states that OpenGL's program objects only occupy an insignificant amount of memory. How much is this actually? I don't know if the stuff I looked up in mesa is actually that I was looking for but it requires 16KB [Edit: false, confusing struct names, less than 1KB immediate, some further behind pointers] per program object. Not quite insignificant. So is it recommended to create a unique program object for each object of the scene? Or to share a single program object and set the scene's object's custom variables just before its draw call?

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  • The Island of Lost Apple Products

    - by Jason Fitzpatrick
    While Apple has has a mountain of commercial successes, every once in awhile the crew in Cupertino strikes out. Here are some of the less successful and prematurely retired Apple products from the last two decades. Courtesy of Wired, we find nine of the least favorably received products in the Apple portfolio. Pictured here, the QuickTake Camera: Life Span: 1994 – 1997 Back in 1994, Apple was actually at the forefront of digital photography. The QuickTake Camera’s photos (640 x 480 at 0.3 megapixels) were borderline unusable for anything other than your Geocities homepage. But technology has to start somewhere. Still, Apple killed the line after just three years. And while the iPhone and other smartphones have replaced most people’s digital cameras, Apple could have had a reaped the benefits of the digital point-and-shoot salad years. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Do you believe it's a good idea for Software Engineers to have to work as Quality Assurance Engineers for some period of time?

    - by Macy Abbey
    I believe it is. Why? I've encountered many Software Engineers who believe they are somehow superior to QA engineers. I think it may help quench this belief if they do the job of a QA engineer for some time, and realize that it is a unique and valuable skill-set of its own. The better a Software Engineer is at testing their own programs, the less cost in time their code incurs when making its way through the rest of the software development life-cycle. The more time a Software Engineer spends thinking about how a program can break, the more often they are to consider these cases as they are developing them, thus reducing bugs in the end product. A Software Engineer's definition of "complete" is always interesting...if they have spent time as a QA engineer maybe this definition will more closely match the designer of the software's. What do you all think?

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  • Android Layout Preview for NetBeans IDE

    - by Geertjan
    More often than not, the reason that Eclipse has more plugins than NetBeans IDE is because Eclipse has far less features out of the box. For example, thanks to its out of the box support, NetBeans IDE doesn't need a Maven plugin and it doesn't need a Java EE plugin, which are two of the most popular plugins for Eclipse. However, what would be great for NetBeans IDE to have is support for Android. It's existed for a while, thanks to the community-driven NBAndroid project, but without much desired GUI functionality. Today, the project announced a leap forward, that is, early results in providing a layout preview: Looking forward to more GUI functionality for this project!   

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  • Rkhunter 122 suspect files; do I have a problem?

    - by user276166
    I am new to ubuntu. I am using Xfce Ubuntu 14.04 LTS. I have ran rkhunter a few weeks age and only got a few warnings. The forum said that they were normal. But, this time rkhunter reported 122 warnings. Please advise. casey@Shaman:~$ sudo rkhunter -c [ Rootkit Hunter version 1.4.0 ] Checking system commands... Performing 'strings' command checks Checking 'strings' command [ OK ] Performing 'shared libraries' checks Checking for preloading variables [ None found ] Checking for preloaded libraries [ None found ] Checking LD_LIBRARY_PATH variable [ Not found ] Performing file properties checks Checking for prerequisites [ Warning ] /usr/sbin/adduser [ Warning ] /usr/sbin/chroot [ Warning ] /usr/sbin/cron [ OK ] /usr/sbin/groupadd [ Warning ] /usr/sbin/groupdel [ Warning ] /usr/sbin/groupmod [ Warning ] /usr/sbin/grpck [ Warning ] /usr/sbin/nologin [ Warning ] /usr/sbin/pwck [ Warning ] /usr/sbin/rsyslogd [ Warning ] /usr/sbin/useradd [ Warning ] /usr/sbin/userdel [ Warning ] /usr/sbin/usermod [ Warning ] /usr/sbin/vipw [ Warning ] /usr/bin/awk [ Warning ] /usr/bin/basename [ Warning ] /usr/bin/chattr [ Warning ] /usr/bin/cut [ Warning ] /usr/bin/diff [ Warning ] /usr/bin/dirname [ Warning ] /usr/bin/dpkg [ Warning ] /usr/bin/dpkg-query [ Warning ] /usr/bin/du [ Warning ] /usr/bin/env [ Warning ] /usr/bin/file [ Warning ] /usr/bin/find [ Warning ] /usr/bin/GET [ Warning ] /usr/bin/groups [ Warning ] /usr/bin/head [ Warning ] /usr/bin/id [ Warning ] /usr/bin/killall [ OK ] /usr/bin/last [ Warning ] /usr/bin/lastlog [ Warning ] /usr/bin/ldd [ Warning ] /usr/bin/less [ OK ] /usr/bin/locate [ OK ] /usr/bin/logger [ Warning ] /usr/bin/lsattr [ Warning ] /usr/bin/lsof [ OK ] /usr/bin/mail [ OK ] /usr/bin/md5sum [ Warning ] /usr/bin/mlocate [ OK ] /usr/bin/newgrp [ Warning ] /usr/bin/passwd [ Warning ] /usr/bin/perl [ Warning ] /usr/bin/pgrep [ Warning ] /usr/bin/pkill [ Warning ] /usr/bin/pstree [ OK ] /usr/bin/rkhunter [ OK ] /usr/bin/rpm [ Warning ] /usr/bin/runcon [ Warning ] /usr/bin/sha1sum [ Warning ] /usr/bin/sha224sum [ Warning ] /usr/bin/sha256sum [ Warning ] /usr/bin/sha384sum [ Warning ] /usr/bin/sha512sum [ Warning ] /usr/bin/size [ Warning ] /usr/bin/sort [ Warning ] /usr/bin/stat [ Warning ] /usr/bin/strace [ Warning ] /usr/bin/strings [ Warning ] /usr/bin/sudo [ Warning ] /usr/bin/tail [ Warning ] /usr/bin/test [ Warning ] /usr/bin/top [ Warning ] /usr/bin/touch [ Warning ] /usr/bin/tr [ Warning ] /usr/bin/uniq [ Warning ] /usr/bin/users [ Warning ] /usr/bin/vmstat [ Warning ] /usr/bin/w [ Warning ] /usr/bin/watch [ Warning ] /usr/bin/wc [ Warning ] /usr/bin/wget [ Warning ] /usr/bin/whatis [ Warning ] /usr/bin/whereis [ Warning ] /usr/bin/which [ OK ] /usr/bin/who [ Warning ] /usr/bin/whoami [ Warning ] /usr/bin/unhide.rb [ Warning ] /usr/bin/mawk [ Warning ] /usr/bin/lwp-request [ Warning ] /usr/bin/heirloom-mailx [ OK ] /usr/bin/w.procps [ Warning ] /sbin/depmod [ Warning ] /sbin/fsck [ Warning ] /sbin/ifconfig [ Warning ] /sbin/ifdown [ Warning ] /sbin/ifup [ Warning ] /sbin/init [ Warning ] /sbin/insmod [ Warning ] /sbin/ip [ Warning ] /sbin/lsmod [ Warning ] /sbin/modinfo [ Warning ] /sbin/modprobe [ Warning ] /sbin/rmmod [ Warning ] /sbin/route [ Warning ] /sbin/runlevel [ Warning ] /sbin/sulogin [ Warning ] /sbin/sysctl [ Warning ] /bin/bash [ Warning ] /bin/cat [ Warning ] /bin/chmod [ Warning ] /bin/chown [ Warning ] /bin/cp [ Warning ] /bin/date [ Warning ] /bin/df [ Warning ] /bin/dmesg [ Warning ] /bin/echo [ Warning ] /bin/ed [ OK ] /bin/egrep [ Warning ] /bin/fgrep [ Warning ] /bin/fuser [ OK ] /bin/grep [ Warning ] /bin/ip [ Warning ] /bin/kill [ Warning ] /bin/less [ OK ] /bin/login [ Warning ] /bin/ls [ Warning ] /bin/lsmod [ Warning ] /bin/mktemp [ Warning ] /bin/more [ Warning ] /bin/mount [ Warning ] /bin/mv [ Warning ] /bin/netstat [ Warning ] /bin/ping [ Warning ] /bin/ps [ Warning ] /bin/pwd [ Warning ] /bin/readlink [ Warning ] /bin/sed [ Warning ] /bin/sh [ Warning ] /bin/su [ Warning ] /bin/touch [ Warning ] /bin/uname [ Warning ] /bin/which [ OK ] /bin/kmod [ Warning ] /bin/dash [ Warning ] [Press <ENTER> to continue] Checking for rootkits... Performing check of known rootkit files and directories 55808 Trojan - Variant A [ Not found ] ADM Worm [ Not found ] AjaKit Rootkit [ Not found ] Adore Rootkit [ Not found ] aPa Kit [ Not found ] Apache Worm [ Not found ] Ambient (ark) Rootkit [ Not found ] Balaur Rootkit [ Not found ] BeastKit Rootkit [ Not found ] beX2 Rootkit [ Not found ] BOBKit Rootkit [ Not found ] cb Rootkit [ Not found ] CiNIK Worm (Slapper.B variant) [ Not found ] Danny-Boy's Abuse Kit [ Not found ] Devil RootKit [ Not found ] Dica-Kit Rootkit [ Not found ] Dreams Rootkit [ Not found ] Duarawkz Rootkit [ Not found ] Enye LKM [ Not found ] Flea Linux Rootkit [ Not found ] Fu Rootkit [ Not found ] Fuck`it Rootkit [ Not found ] GasKit Rootkit [ Not found ] Heroin LKM [ Not found ] HjC Kit [ Not found ] ignoKit Rootkit [ Not found ] IntoXonia-NG Rootkit [ Not found ] Irix Rootkit [ Not found ] Jynx Rootkit [ Not found ] KBeast Rootkit [ Not found ] Kitko Rootkit [ Not found ] Knark Rootkit [ Not found ] ld-linuxv.so Rootkit [ Not found ] Li0n Worm [ Not found ] Lockit / LJK2 Rootkit [ Not found ] Mood-NT Rootkit [ Not found ] MRK Rootkit [ Not found ] Ni0 Rootkit [ Not found ] Ohhara Rootkit [ Not found ] Optic Kit (Tux) Worm [ Not found ] Oz Rootkit [ Not found ] Phalanx Rootkit [ Not found ] Phalanx2 Rootkit [ Not found ] Phalanx2 Rootkit (extended tests) [ Not found ] Portacelo Rootkit [ Not found ] R3dstorm Toolkit [ Not found ] RH-Sharpe's Rootkit [ Not found ] RSHA's Rootkit [ Not found ] Scalper Worm [ Not found ] Sebek LKM [ Not found ] Shutdown Rootkit [ Not found ] SHV4 Rootkit [ Not found ] SHV5 Rootkit [ Not found ] Sin Rootkit [ Not found ] Slapper Worm [ Not found ] Sneakin Rootkit [ Not found ] 'Spanish' Rootkit [ Not found ] Suckit Rootkit [ Not found ] Superkit Rootkit [ Not found ] TBD (Telnet BackDoor) [ Not found ] TeLeKiT Rootkit [ Not found ] T0rn Rootkit [ Not found ] trNkit Rootkit [ Not found ] Trojanit Kit [ Not found ] Tuxtendo Rootkit [ Not found ] URK Rootkit [ Not found ] Vampire Rootkit [ Not found ] VcKit Rootkit [ Not found ] Volc Rootkit [ Not found ] Xzibit Rootkit [ Not found ] zaRwT.KiT Rootkit [ Not found ] ZK Rootkit [ Not found ] [Press <ENTER> to continue] Performing additional rootkit checks Suckit Rookit additional checks [ OK ] Checking for possible rootkit files and directories [ None found ] Checking for possible rootkit strings [ None found ] Performing malware checks Checking running processes for suspicious files [ None found ] Checking for login backdoors [ None found ] Checking for suspicious directories [ None found ] Checking for sniffer log files [ None found ] Performing Linux specific checks Checking loaded kernel modules [ OK ] Checking kernel module names [ OK ] [Press <ENTER> to continue] Checking the network... Performing checks on the network ports Checking for backdoor ports [ None found ] Checking for hidden ports [ Skipped ] Performing checks on the network interfaces Checking for promiscuous interfaces [ None found ] Checking the local host... Performing system boot checks Checking for local host name [ Found ] Checking for system startup files [ Found ] Checking system startup files for malware [ None found ] Performing group and account checks Checking for passwd file [ Found ] Checking for root equivalent (UID 0) accounts [ None found ] Checking for passwordless accounts [ None found ] Checking for passwd file changes [ Warning ] Checking for group file changes [ Warning ] Checking root account shell history files [ None found ] Performing system configuration file checks Checking for SSH configuration file [ Not found ] Checking for running syslog daemon [ Found ] Checking for syslog configuration file [ Found ] Checking if syslog remote logging is allowed [ Not allowed ] Performing filesystem checks Checking /dev for suspicious file types [ Warning ] Checking for hidden files and directories [ Warning ] [Press <ENTER> to continue] System checks summary ===================== File properties checks... Required commands check failed Files checked: 137 Suspect files: 122 Rootkit checks... Rootkits checked : 291 Possible rootkits: 0 Applications checks... All checks skipped The system checks took: 5 minutes and 11 seconds All results have been written to the log file (/var/log/rkhunter.log)

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  • What are the pro/cons of Unity3D as a choice to make games ?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • How-To limit user-names in LightDM login-screen when AccountsService is used

    - by David A. Cobb
    I have several "user" names in passwd that don't represent real people, and that should not appear on the LightDM login-screen. The lightdm-gtk-greeter configuration file clearly says that if AccountsService is installed, the program uses that and ignores its owh configureation files. HOWEVER, there is less than nothing for documentation about how to configure AccountsService! Please, can someone tell me how to configure the system so that only an explicitly specified group of users are shown on the greeter? I could uninstall AccountsService. I did that before, but it comes back (dependencies, I suppose). TIA

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  • The clean coders videos [closed]

    - by Sebastian
    As many others, I have been reading Uncle Bob Martins books. More specifically, clean code and then "the clean coder". Now, over the last year he has been producing "code casts" that you can buy for ~20USD a piece. I bought the first episode sometime in mid 2011 and wasnt that impressed, as I really learned nothing new after reading his books. Last night I bought the first episode of test driven development with more or less the same result as last time. Now tonight I gave it one more go and bought TDD part 2 and this one was, IMO, really good. With this post I would like to tip others about his videos and would also like to know what others think. BR Sebastian

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  • Fair 2-combinations

    - by Tometzky
    I need to fairly assign 2 experts from x experts (x is rather small - less than 50) for every n applications, so that: each expert has the same number of applications (+-1); each pair of experts (2-combination of x) has the same number of applications (+-1); It is simple to generate all 2-combinations: for (i=0; i<n; i++) { for (j=i+1; j<n; j++) { combinations.append(tuple(i,j)); } } But to assign experts fairly I need to assign a combination to an application i correct order, for example: experts: 0 1 2 3 4 fair combinations: counts 01234 01 11000 23 11110 04 21111 12 22211 34 22222 02 32322 13 33332 14 34333 03 44343 24 44444 I'm unable to come up with a good algorithm for this (the best I came up with is rather complicated and with O(x4) complexity). Could you help me?

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  • Changing the content of the panel

    - by user214901
    I am an absolute beginner on Ubuntu and Linux. I am currently migrating since Microsoft is supposedly phasing out the support of XP. Running Ubuntu 12.04 I am trying to modify the content of the panel (this is the upper bar as I understand it) so it would show caps lock and numlock status. The info I found on the web more or less said that I needed to super-alt right click on the panel and add the options available from the menu. Hoowever, nothing happens when I super-alt right click. No menu pops up, nothing. I found many posts and websites that gave this key-mouse combo as if it was common use. But for me, it does absolutely nothing. Is there something that has to be enabled to have this possibility?

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  • Tool to convert Textures to power of two?

    - by 3nixios
    I'm currently porting a game to a new platform, the problem being that the old platform accepted non power of two textures and this new platform doesn't. To add to the headache, the new platform has much less memory so we want to use the tools provided by the vendor to compress them; which of course only takes power of two textures. The current workflow is to convert the non power of tho textures to dds with 'texconv', then use the vendors compression tools in a batch. So, does anyone know of a tool to convert textures to their nearest 'power of two' counterparts? Thanks

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  • Windows for IoT, continued

    - by Valter Minute
    Originally posted on: http://geekswithblogs.net/WindowsEmbeddedCookbook/archive/2014/08/05/windows-for-iot-continued.aspxI received many interesting feedbacks on my previous blog post and I tried to find some time to do some additional tests. Bert Kleinschmidt pointed out that pins 2,3 and 10 of the Galileo are connected directly to the SOC, while pin 13, the one used for the sample sketch is controlled via an I2C I/O expander. I changed my code to use pin 2 instead of 13 (just changing the variable assignment at the beginning of the code) and latency was greatly reduced. Now each pulse lasts for 1.44ms, 44% more than the expected time, but ways better that the result we got using pin 13. I also used SetThreadPriority to increase the priority of the thread that was running the sketch to THREAD_PRIORITY_HIGHEST but that didn't change the results. When I was using the I2C-controlled pin I tried the same and the timings got ways worse (increasing more than 10 times) and so I did not commented on that part, wanting to investigate the issua a bit more in detail. It seems that increasing the priority of the application thread impacts negatively the I2C communication. I tried to use also the Linux-based implementation (using a different Galileo board since the one provided by MS seems to use a different firmware) and the results of running the sample blink sketch modified to use pin 2 and blink the led for 1ms are similar to those we got on the same board running Windows. Here the difference between expected time and measured time is worse, getting around 3.2ms instead of 1 (320% compared to 150% using Windows but far from the 100.1% we got with the 8-bit Arduino). Both systems were not under load during the test, maybe loading some applications that use part of the CPU time would make those timings even less reliable, but I think that those numbers are enough to draw some conclusions. It may not be worth running a full OS if what you need is Arduino compatibility. The Arduino UNO is probably the best Arduino you can find to perform this kind of development. The Galileo running the Linux-based stack or running Windows for IoT is targeted to be a platform for "Internet of Things" devices, whatever that means. At the moment I don't see the "I" part of IoT. We have low level interfaces (SPI, I2C, the GPIO pins) that can be used to connect sensors but the support for connectivity is limited and the amount of work required to deliver some data to the cloud (using a secure HTTP request or a message queuing system like APMQS or MQTT) is still big and the rich OS underneath seems to not provide any help doing that.Why should I use sockets and can't access all the high level connectivity features we have on "full" Windows?I know that it's possible to use some third party libraries, try to build them using the Windows For IoT SDK etc. but this means re-inventing the wheel every time and can also lead to some IP concerns if used for products meant to be closed-source. I hope that MS and Intel (and others) will focus less on the "coolness" of running (some) Arduino sketches and more on providing a better platform to people that really want to design devices that leverage internet connectivity and the cloud processing power to deliver better products and services. Providing a reliable set of connectivity services would be a great start. Providing support for .NET would be even better, leaving native code available for hardware access etc. I know that those components may require additional storage and memory etc. So making the OS componentizable (or, at least, provide a way to install additional components) would be a great way to let developers pick the parts of the system they need to develop their solution, knowing that they will integrate well together. I can understand that the Arduino and Raspberry Pi* success may have attracted the attention of marketing departments worldwide and almost any new development board those days is promoted as "XXX response to Arduino" or "YYYY alternative to Raspberry Pi", but this is misleading and prevents companies from focusing on how to deliver good products and how to integrate "IoT" features with their existing offer to provide, at the end, a better product or service to their customers. Marketing is important, but can't decide the key features of a product (the OS) that is going to be used to develop full products for end customers integrating it with hardware and application software. I really like the "hackable" nature of open-source devices and like to see that companies are getting more and more open in releasing information, providing "hackable" devices and supporting developers with documentation, good samples etc. On the other side being able to run a sketch designed for an 8 bit microcontroller on a full-featured application processor may sound cool and an easy upgrade path for people that just experimented with sensors etc. on Arduino but it's not, in my humble opinion, the main path to follow for people who want to deliver real products.   *Shameless self-promotion: if you are looking for a good book in Italian about the Raspberry Pi , try mine: http://www.amazon.it/Raspberry-Pi-alluso-Digital-LifeStyle-ebook/dp/B00GYY3OKO

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  • Decrease filesize when resizing with mogrify

    - by plua
    I love the command line options of imagemagick. Mogrify is great to resize images and change quality, which is what I use most often. However, I have noted that the filesize if often larger than what it should be. Especially with small images. For instance, I have a regular 640px (width) photo, which I change to quality 80 and a width of 80px: mogrify -quality 80 -resize 80 file.jpg Works well and my image gets resized and the quality is changed to 80. However, the filesize is around 40Kb. For such a tiny image, that is huge! When I use mtPaint, and open the file and save it (not changing anything, just CTRL+O, CTRL+S), the filesize decreases with more than 95% to less than 2Kb! I have seen this is often the case. What goes wrong?

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  • Sharing banners on 3rd party websites, concerned about limited resources on on server side

    - by Omne
    I've made a banner for my website and I'm planning to ask my followers to share it on their website to help improve my rank. my website is hosted on GAE, the banners are less than 5kb/each and I must say that I don't want to pay for extra bandwidth I've read the Google App Engine Quotas but honestly I don't understand anything of it. Would you please tell me which table/data in this page should be of my concern? Also, do you think it's wise to host such banners, that are going to end up on 3rd party websites, on the GAE? or am I more secure if I use free online services like Google Picasa?

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  • Example: Controlling randomizer using code contracts

    - by DigiMortal
    One cool addition to Visual Studio 2010 is support for code contracts. Code contracts make sure that all conditions under what method is supposed to run correctly are met. Those who are familiar with unit tests will find code contracts easy to use. In this posting I will show you simple example about static contract checking (example solution is included). To try out code contracts you need at least Visual Studio 2010 Standard Edition. Also you need code contracts package. You can download package from DevLabs Code Contracts page. NB! Speakers, you can use the example solution in your presentations as long as you mention me and this blog in your sessions. Solution has readme.txt file that gives you steps to go through when presenting solution in sessions. This blog posting is companion posting for Visual Studio solution referred below. As an example let’s look at the following class. public class Randomizer {     public static int GetRandomFromRange(int min, int max)     {         var rnd = new Random();         return rnd.Next(min, max);     }       public static int GetRandomFromRangeContracted(int min, int max)     {         Contract.Requires(min < max, "Min must be less than max");           var rnd = new Random();         return rnd.Next(min, max);     } } GetRandomFromRange() method returns results without any checking. GetRandomFromRangeContracted() uses one code contract that makes sure that minimum value is less than maximum value. Now let’s run the following code. class Program {     static void Main(string[] args)     {         var random1 = Randomizer.GetRandomFromRange(0, 9);         Console.WriteLine("Random 1: " + random1);           var random2 = Randomizer.GetRandomFromRange(1, 1);         Console.WriteLine("Random 2: " + random2);           var random3 = Randomizer.GetRandomFromRangeContracted(5, 5);         Console.WriteLine("Random 3: " + random3);           Console.WriteLine(" ");         Console.WriteLine("Press any key to exit ...");         Console.ReadKey();     } } As we have not turned on support for code contracts the code runs without any problems and we get no warnings by Visual Studio that something is wrong. Now let’s turn on static checking for code contracts. As you can see then code still compiles without any errors but Visual Studio warns you about possible problems with contracts. Click on image to see it at original size.  When we open Error list and run our application we get the following output to errors list. Note that these messages are not shown immediately. There is little delay between application starting and appearance of these messages. So wait couple of seconds before going out of your mind. Click on image to see it at original size.  If you look at these warnings you can see that warnings show you illegal calls and also contracts against what they are going. Third warning points to GetRandomFromRange() method and shows that there should be also problem that can be detected by contract. Download Code Contracts example VS2010 solution | 30KB

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  • Hardware instancing for voxel engine

    - by Menno Gouw
    i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 draw calls for the cube i get this error "XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863." while still running smoothly on 900k. That is slightly less then 100x100x100 which are a exactly a million. Now i have seen voxel engines with very "tiny" voxels, you easily get to 1.000.000 cubes in view with rough terrain and a decent far plane. Obviously i can optimize a lot in the geometry buffer method, like rendering only visible faces of a cube or using larger faces covering multiple cubes if the area is flat. But is a vertex buffer of roughly 67mb the max i can work with or can i create multiple?

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  • Getting out of my head

    - by BenCole
    (I put this on SO, but it got a couple close votes saying it belonged here instead...) I've spent the last year as a single person team developing a rich-client application (35,000+ LoC, for what it's worth). It's currently stable and in production. However, I know that my skills were rusty at the beginning of the project, so without a doubt there are major issues to the code. At this point, most of the issues are in architecture, structure, or interactions - the easy problems, even architecture/design problems, have already been weeded out. Unfortunately, I've spent so much time with this project that I'm having a hard time thinking outside of it - approaching it from a new perspective to see the flaws deeply buried or inherent in the design. How do I step outside my head and outside my code so I can get a fresh look at this code so I can make it better? Is this less of an issue than I think it is, or is this a problem for other people as well?

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  • Real life example of an agile game development process

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. What I am looking for are things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived. In this era of open source software, there must be an documented example of the process applied to a game that is publicly available. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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  • Myths about Coding Craftsmanship part 2

    - by tom
    Myth 3: The source of all bad code is inept developers and stupid people When you review code is this what you assume?  Shame on you.  You are probably making assumptions in your code if you are assuming so much already.  Bad code can be the result of any number of causes including but not limited to using dated techniques (like boxing when generics are available), not following standards (“look how he does the spacing between arguments!” or “did he really just name that variable ‘bln_Hello_Cats’?”), being redundant, using properties, methods, or objects in a novel way (like switching on button.Text between “Hello World” and “Hello World “ //clever use of space character… sigh), not following the SOLID principals, hacking around assumptions made in earlier iterations / hacking in features that should be worked into the overall design.  The first two issues, while annoying are pretty easy to spot and can be fixed so easily.  If your coding team is made up of experienced professionals who are passionate about staying current then these shouldn’t be happening.  If you work with a variety of skills, backgrounds, and experience then there will be some of this stuff going on.  If you have an opportunity to mentor such a developer who is receptive to constructive criticism don’t be a jerk; help them and the codebase will improve.  A little patience can improve the codebase, your work environment, and even your perspective. The novelty and redundancy I have encountered has often been the use of creativity when language knowledge was perceived as unavailable or too time consuming.  When developers learn on the job you get a lot of this.  Rather than going to MSDN developers will use what they know.  Depending on the constraints of their assignment hacking together what they know may seem quite practical.  This was not stupid though I often wonder how much time is actually “saved” by hacking.  These issues are often harder to untangle if we ever do.  They can also grow out of control as we write hack after hack to make it work and get back to some development that is satisfying. Hacking upon an existing hack is what I call “feeding the monster”.  Code monsters are anti-patterns and hacks gone wild.  The reason code monsters continue to get bigger is that they keep growing in scope, touching more and more of the application.  This is not the result of dumb developers. It is probably the result of avoiding design, not taking the time to understand the problems or anticipate or communicate the vision of the product.  If our developers don’t understand the purpose of a feature or product how do we expect potential customers to do so? Forethought and organization are often what is missing from bad code.  Developers who do not use the SOLID principals should be encouraged to learn these principals and be given guidance on how to apply them.  The time “saved” by giving hackers room to hack will be made up for and then some. Not as technical debt but as shoddy work that if not replaced will be struggled with again and again.  Bad code is not the result of dumb developers (usually) it is the result of trying to do too much without the proper resources and neglecting the right thing that needs doing with the first thoughtless thing that comes into our heads. Object oriented code is all about relationships between objects.  Coders who believe their coworkers are all fools tend to write objects that are difficult to work with, not eager to explain themselves, and perform erratically and irrationally.  If you constantly find you are surrounded by idiots you may want to ask yourself if you are being unreasonable, if you are being closed minded, of if you have chosen the right profession.  Opening your mind up to the idea that you probably work with rational, well-intentioned people will probably make you a better coder and it might even make you less grumpy.  If you are surrounded by jerks who do not engage in the exchange of ideas who do not care about their customers or the durability of the code you are building together then I suggest you find a new place to work.  Myth 4: Customers don’t care about “beautiful” code Craftsmanship is customer focused because it means that the job was done right, the product will withstand the abuse, modifications, and scrutiny of our customers.  Users can appreciate a predictable timeline for a release, a product delivered on time and on budget, a feature set that does not interfere with the task(s) it is supporting, quick turnarounds on exception messages, self healing issues, and less issues.  These are all hindered by skimping on craftsmanship.  When we write data access and when we write reusable code.   What do you think?  Does bad code come primarily from low IQ individuals?  Do customers care about beautiful code?

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  • How customers view and interact with a company

    The Harvard Business Review article written by Rayport and Jaworski is aptly titled “Best Face Forward” because it sheds light on how customers view and interact with a company. In the past most business interaction between customers was performed in a face to face meeting where one party would present an item for sale and then the other would decide whether to purchase the item. In addition, if there was a problem with a purchased item then they would bring the item back to the person who sold the item for resolution. One of my earliest examples of witnessing this was when I was around 6 or 7 years old and I was allowed to spend the summer in Tennessee with my Grandparents. My Grandfather had just written a book about the local history of his town and was selling them to his friends and local bookstores. I still remember he offered to pay me a small commission for every book I helped him sell because I was carrying the books around for him. Every sale he made was face to face with his customers which allowed him to share his excitement for the book with everyone. In today’s modern world there is less and less human interaction as the use of computers and other technologies allow us to communicate within seconds even though both parties may be across the globe or just next door. That being said, customers view a company through multiple access points called faces that represent the ability to interact without actually seeing a human face. As a software engineer this is a good and a bad thing because direct human interaction and technology based interaction have both good and bad attributes based on the customer. How organizations coordinate business and IT functions, to provide quality service varies based on each individual business and the goals and directives put in place by its management. According to Rayport and Jaworski, the type of interaction used through a particular access point may lend itself to be people-dominate, machine-dominate, or a combination of both. The method by which a company communicates information through an access point is a strategic choice that relates costs and customer outcomes. To simplify this, the choice is based on what can give the customer the best experience interacting with the company when the cost of the interaction is also a factor. I personally see examples of this every day at work. The company website is machine-dominate with people updating and maintaining information, our groups department is people dominate because most of the customer interaction is done at the customers location and is backed up by machine based data sources, and our sales/member service department is a hybrid because employees work in tandem with machines in order for them to assist customers with signing up or any other issue they may have. The positive and negative aspects of human and machine interfaces are a key aspect in deciding which interface to use when allowing customers to access a company or a combination of the two. Rayport and Jaworski also used MIT professor Erik Brynjolfsson preliminary catalog of human and machine strengths. He stated that humans outperform machines in judgment, pattern recognition, exception processing, insight, and creativity. I have found this to be true based on the example of how sales and member service reps at my company handle a multitude of questions and various situations with a lot of unknown variables. A machine interface could never effectively be able to handle these scenarios because there are too many variables to consider and would not have the built-in logic to process each customer’s claims and needs. In addition, he also stated that machines outperform humans in collecting, storing, transmitting and routine processing. An example of this would be my employer’s website. Customers can simply go online and purchase a product without even talking to a sales or member services representative. The information is then stored in a database so that the customer can always go back and review there order, and access their selected services. A human, no matter how smart they are would never be able to keep track of hundreds of thousands of customers let alone know what they purchased or how much they paid. In today’s technology driven economy every company must offer their customers multiple methods of accessibly in order to survive. The more of an opportunity a company has to create a positive experience for their customers, in my opinion, they more likely the customer will return to that company again. I have noticed this with my personal shopping habits and experiences. References Rayport, J., & Jaworski, B. (2004). Best Face Forward. Harvard Business Review, 82(12), 47-58. Retrieved from Business Source Complete database.

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  • How To Use Layer Masks and Vector Masks to Remove Complex Backgrounds in Photoshop

    - by Eric Z Goodnight
    Ever removed a background in Photoshop, only to find want to use parts of that background later? Layer Masks and Vector Masks are the elegant and often misunderstood answer to this common problem. Keep reading to see how they work. In this article, we’ll learn exactly what a Layer Mask is, and two methods to use them in practically any version of Photoshop, including a simpler example for less experienced Photoshop users, and another for more seasoned users who are comfortable with the Pen tool and vectors Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Outlook2Evernote Imports Notes from Outlook to Evernote Firefox 4.0 Beta 9 Available for Download – Get Your Copy Now The Frustrations of a Computer Literate Watching a Newbie Use a Computer [Humorous Video] Season0nPass Jailbreaks Current Gen Apple TVs IBM’s Jeopardy Playing Computer Watson Shows The Pros How It’s Done [Video] Tranquil Juice Drop Abstract Wallpaper

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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