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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • How do I make the manifest available during a Maven/Surefire unittest run "mvn test" ?

    - by Ernst de Haan
    How do I make the manifest available during a Maven/Surefire unittest run "mvn test" ? I have an open-source project that I am converting from Ant to Maven, including its unit tests. Here's the project source repository with the Maven project: http://github.com/znerd/logdoc My question pertains to the primary module, called "base". This module has a unit test that tests the behaviour of the static method getVersion() in the class org.znerd.logdoc.Library. This method returns: Library.class.getPackage().getImplementationVersion() The getImplementationVersion() method returns a value of a setting in the manifest file. So far, so good. I have tested this in the past and it works well, as long as the manifest is indeed available on the classpath at the path META-INF/MANIFEST.MF (either on the file system or inside a JAR file). Now my challenge is that the manifest file is not available when I run the unit tests: mvn test Surefire runs the unit tests, but my unit test fails with a mesage indicating that Library.getVersion() returned null. When I want to check the JAR, I find that it has not even been generated. Maven/Surefire runs the unit tests against the classes, before the resources are added to the classpath. So can I either run the unit tests against the JAR (implicitly requiring the JAR to be generated first) or can I make sure the resources (including the manifest file) are generated/copied under target/classes before the unit tests are run? Note that I use Maven 2.2.0, Java 1.6.0_17 on Mac OS X 10.6.2, with JUnit 4.8.1.

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  • SWIG_NewPointerObj and values always being nil

    - by Tom J Nowell
    I'm using SWIG to wrap C++ objects for use in lua, and Im trying to pass data to a method in my lua script, but it always comes out as 'nil' void CTestAI::UnitCreated(IUnit* unit){ lua_getglobal(L, "ai"); lua_getfield(L, -1, "UnitCreated"); swig_module_info *module = SWIG_GetModule( L ); swig_type_info *type = SWIG_TypeQueryModule( module, module, "IUnit *" ); SWIG_NewPointerObj(L,unit,type,0); lua_epcall(L, 1, 0); } Here is the lua code: function AI:UnitCreated(unit) if(unit == nil) then game:SendToConsole("I CAN HAS nil ?") else game:SendToConsole("I CAN HAS UNITS!!!?") end end unit is always nil. I have checked and in the C++ code, the unit pointer is never invalid/null I've also tried: void CTestAI::UnitCreated(IUnit* unit){ lua_getglobal(L, "ai"); lua_getfield(L, -1, "UnitCreated"); SWIG_NewPointerObj(L,unit,SWIGTYPE_p_IUnit,0); lua_epcall(L, 1, 0); } with identical results. Why is this failing? How do I fix it?

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  • MySQL unstable behavior with external stroge

    - by onurozcelik
    In our project we are using MySQL 5.0.90(InnoDB engine) server with an external storage. We store MySQL data files in an external storage. When the external storage down for a reason we have unstable behaviours. So we made some tests. In Windows Server 2008 We closed external storage physically. MySQL service stoped and we could not reach the server. Then we opened the storage unit and we could not start service until we reconfigured MySQL. We made storage unit offline from operating system. After 3-4 minutes and some insert trials(some insert trials succeded) MySQL service stoped and we could not reach the server. Then we made storage unit online and we could start the service(not automatically). In Windows Server 2003 We made storage unit offline. After 3-4 minutes and some insert trials(some insert trials succeded) MySQL service stoped and we could not reach the server. Then we made storage unit online we could not start the service until we reinstalled MySQL. Before reinstall we tried to reconfigure but it did not work. We closed external storage physically. MySQL service stoped and we could not reach the server. After that we opened the storage unit and we could start service(not automatically) We expect service to autostart after storage unit is online/open. But these tests show unstable behaviors. Is there any solutions to this.

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  • How to unit test a Spring MVC controller using @PathVariable?

    - by Martiner
    I have a simple annotated controller similar to this one: @Controller public class MyController { @RequestMapping("/{id}.html") public String doSomething(@PathVariable String id, Model model) { // do something return "view"; } } and I want to test it with an unit test like this: public class MyControllerTest { @Test public void test() { MockHttpServletRequest request = new MockHttpServletRequest(); request.setRequestURI("/test.html"); new AnnotationMethodHandlerAdapter() .handle(request, new MockHttpServletResponse(), new MyController()); // assert something } } The problem is that AnnotationMethodHandlerAdapter.handler() method throws an exception: java.lang.IllegalStateException: Could not find @PathVariable [id] in @RequestMapping at org.springframework.web.servlet.mvc.annotation.AnnotationMethodHandlerAdapter$ServletHandlerMethodInvoker.resolvePathVariable(AnnotationMethodHandlerAdapter.java:642) at org.springframework.web.bind.annotation.support.HandlerMethodInvoker.resolvePathVariable(HandlerMethodInvoker.java:514) at org.springframework.web.bind.annotation.support.HandlerMethodInvoker.resolveHandlerArguments(HandlerMethodInvoker.java:262) at org.springframework.web.bind.annotation.support.HandlerMethodInvoker.invokeHandlerMethod(HandlerMethodInvoker.java:146)

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  • Is there a complete working example of a unit tested JPA2/CDI/JSF2 WebApp without EJBs ?

    - by Maxime ARNSTAMM
    Hello everyone, I want to build a web app in JPA2/CDI (without EJBs) and i get how to code the different beans (i worked for some time on seam/jpa apps), but i'm stuck because i can't find a complete working set of configuration files (ie : persistence.xmln web.xml and stuff), and there is always a little glitch or something i miss. My goal is to develop a simple CRUD (1 or 2 pages) but unit tested, for future use, as a code base. So if you already did this kind of mini project, or if you know where i can find a working example, that would be great if you could help me. Thanks

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  • How do I properly unit test a Django session?

    - by thebossman
    The behavior of Django sessions changes between "standard" views code and test code, making it unclear how test code is written for sessions. Googling this yields two relevant discussions about this issue: Easier manipulation of sessions by test client test.Client.session.save() raises error for anonymous users I'm confused because both tickets have different ways of dealing with this problem and they were both Accepted. I assume this means they were patched and the behavior is now different. I also don't know to which versions these patches would pertain. If I'm writing a unit test in Django 1.0, how would I set up my session store for sessions to work as they do in the browser?

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  • How do you unit test web page authorization using ASP.NET MVC?

    - by Kevin Pang
    Let's say you have a profile page that can only be accessed by the owner of that profile. This profile page is located at: User/Profile/{userID} Now, I imagine in order to prevent access to this page by other users, you could structure your UserController class's Profile function to check the current session's identity: HttpContext.Current.User.Identity.Name If the id matches the one in the url, then you proceed. Otherwise you redirect to some sort of error page. My question is how do you unit test something like this? I'm guessing that you need to use some sort of dependency injection instead of the HttpContext in the controller to do the check on, but I am unclear what the best way to do that is. Any advice would be helpful.

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  • 2 Runtime Packages: how can I use a unit from each other? (Delphi)

    - by Christian Almeida
    Hi, Lets assume we have 2 runtime packages, with 1 form in each one; Pkg1 -> Unit1 (frm1) Pkg2 -> Unit2 (frm2) Now I want that they "know" each other. When pkg1 needs to know Unit2, we have to "require" Pkg2 in Pkg1. So now I can do a "uses" Unit2 and then do frm2.Show in Unit1 code. But when I do the same thing in Pkg2 (set to require Pkg1), it does not compile, informing that Pgk2 already have a unit name Unit2 (I think is because Pkg1 is requiring Pkg2). So, how to: in Unit1 do a "uses Unit2" and in Unit2 do a "uses Unit1"? Thanks in advance.

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  • How To Run integrational Tests

    - by Vladimir
    In our project we have a plenty of Unit Tests. They help to keep project rather well-tested. Besides them we have a set of tests which are unit tests, but depends on some kind of external resource. We call them external tests. They can access web-service sometimes or similar. While unit tests is easy to run the integrational tests couldn't pass sometimes - for example due to timeout error. Also these tests can take too much time to run. Currently we keep integration/external unit tests just to run them when developing corresponding functionality. For plain unit tests we use TeamCIty for continuous integration. How do you run the integration unit tests and when do you run them?

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  • Sample uniformly at random from an n-dimensional unit simplex.

    - by dreeves
    Sampling uniformly at random from an n-dimensional unit simplex is the fancy way to say that you want n random numbers such that they are all non-negative, they sum to one, and every possible vector of n non-negative numbers that sum to one are equally likely. In the n=2 case you want to sample uniformly from the segment of the line x+y=1 (ie, y=1-x) that is in the positive quadrant. In the n=3 case you're sampling from the triangle-shaped part of the plane x+y+z=1 that is in the positive octant of R3: (Image from http://en.wikipedia.org/wiki/Simplex.) Note that picking n uniform random numbers and then normalizing them so they sum to one does not work. You end up with a bias towards less extreme numbers. Similarly, picking n-1 uniform random numbers and then taking the nth to be one minus the sum of them also introduces bias. Wikipedia gives two algorithms to do this correctly: http://en.wikipedia.org/wiki/Simplex#Random_sampling (Though the second one currently claims to only be correct in practice, not in theory. I'm hoping to clean that up or clarify it when I understand this better. I initially stuck in a "WARNING: such-and-such paper claims the following is wrong" on that Wikipedia page and someone else turned it into the "works only in practice" caveat.) Finally, the question: What do you consider the best implementation of simplex sampling in Mathematica (preferably with empirical confirmation that it's correct)? Related questions http://stackoverflow.com/questions/2171074/generating-a-probability-distribution http://stackoverflow.com/questions/3007975/java-random-percentages

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  • WatiN NativeElement.GetElementBounds() - What is the unit of measurement?

    - by Brian Schroer
    When I'm testing with WatiN, I like to save screenshots. Sometimes I don't really need a picture of the whole browser window though - I just want a picture of the element that I'm testing. My attempt to save a picture of an element with the code below resulted in a picture of a block box, because elementBounds.Top points to a pixel position way past the bottom of the screen. The elementBounds.Width and .Height values also appear to be about half what they should be. Is this a WatiN bug, or are these properties in a different unit of measure that I have to convert to pixels somehow? public static void SaveElementScreenshot (WatiN.Core.IE ie, WatiN.Core.Element element, string screenshotPath) { ScrollIntoView(ie, element); ie.BringToFront(); var ieClass = (InternetExplorerClass) ie.InternetExplorer; Rectangle elementBounds = element.NativeElement.GetElementBounds(); int left = ieClass.Left + elementBounds.Left; int top = ieClass.Top + elementBounds.Top; int width = elementBounds.Width; int height = elementBounds.Height; using (var bitmap = new Bitmap(width, height)) { using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.CopyFromScreen (new Point(left, top), Point.Empty, new Size(width, height)); } bitmap.Save(screenshotPath, ImageFormat.Jpeg); } }

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  • Why does trying to unit test with two .NET 4.0 assemblies under NUnit 2.5.4 fail?

    - by GiddyUpHorsey
    I have an MSBuild script that uses NUnit to run tests in two assemblies. These were on .NET Framework 3.5 and it worked perfectly for a long time. The command line was: (actual paths & names simplified) nunit-console tests1\bin\debug\tests1.dll tests2\bin\tests2.dll I've upgraded to VS2010 and have now made the two test assemblies target .NET 4.0. I've also upgraded to NUnit 2.5.4. I can unit test a single assembly with the following: nunit-console tests1\bin\debug\tests1.dll /framework=4.0.30319 It works fine with either tests1.dll or tests2.dll. If I try to specify both like before, it now fails. nunit-console tests1\bin\debug\tests1.dll tests2\bin\debug\tests2.dll /framework=4.0.30319 The error is: Could not load file or assembly 'tests2' or one of its dependencies. The system cannot find the file specified. I've had a look in fuslogvw and it shows tests2 being searched for in the tests1\bin\debug and nunit-console folders. It never searches tests2\bin\debug even though it's specified on the command line. What's up with that?

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  • Unit Testing (xUnit) an ASP.NET Mvc Controller with a custom input model?

    - by Danny Douglass
    I'm having a hard time finding information on what I expect to be a pretty straightforward scenario. I'm trying to unit test an Action on my ASP.NET Mvc 2 Controller that utilizes a custom input model w/ DataAnnotions. My testing framework is xUnit, as mentioned in the title. Here is my custom Input Model: public class EnterPasswordInputModel { [Required(ErrorMessage = "")] public string Username { get; set; } [Required(ErrorMessage = "Password is a required field.")] public string Password { get; set; } } And here is my Controller (took out some logic to simplify for this ex.): [HttpPost] public ActionResult EnterPassword(EnterPasswordInputModel enterPasswordInput) { if (!ModelState.IsValid) return View(); // do some logic to validate input // if valid - next View on successful validation return View("NextViewName"); // else - add and display error on current view return View(); } And here is my xUnit Fact (also simplified): [Fact] public void EnterPassword_WithValidInput_ReturnsNextView() { // Arrange var controller = CreateLoginController(userService.Object); // Act var result = controller.EnterPassword( new EnterPasswordInputModel { Username = username, Password = password }) as ViewResult; // Assert Assert.Equal("NextViewName", result.ViewName); } When I run my test I get the following error on my test fact when trying to retrieve the controller result (Act section): System.NullReferenceException: Object reference not set to an instance of an object. Thanks in advance for any help you can offer!

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  • How to modulate every texture unit in OpenGL ES 1.1?

    - by Jesse Beder
    I have two textures and a "blend factor", and I'd like to mix them, modulated by the current color; in effect, I want to use the following shader: gl_FragColor = gl_Color * mix(tex0, tex1, blendFactor); I'm using OpenGL ES 1.1, targeting all versions of the iPhone, so I can't use shaders, and I have two texture units. My best attempt is: // texture 0 glActiveTexture(GL_TEXTURE0); image1.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // texture 1 glActiveTexture(GL_TEXTURE1); image2.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA); const float factor[] = { 0, 0, 0, blendFactor }; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, factor); This has the effect of the shader: gl_FragColor = mix(gl_Color * tex0, tex1, blendFactor); but I don't see how to module texture 1 by the color. Is there any way to have the color provided by a texture unit automatically modulated by the incoming primary color? Or any other way to do what I want that I'm missing? Multiple passes are definitely allowed, but they have to have the proper blend effect; I have glBlend(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); enabled, so it can be tricky to get right with multiple passes.

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  • Unit testing an MVC action method with a Cache dependency?

    - by Steve
    I’m relatively new to testing and MVC and came across a sticking point today. I’m attempting to test an action method that has a dependency on HttpContext.Current.Cache and wanted to know the best practice for achieving the “low coupling” to allow for easy testing. Here's what I've got so far... public class CacheHandler : ICacheHandler { public IList<Section3ListItem> StateList { get { return (List<Section3ListItem>)HttpContext.Current.Cache["StateList"]; } set { HttpContext.Current.Cache["StateList"] = value; } } ... I then access it like such... I'm using Castle for my IoC. public class ProfileController : ControllerBase { private readonly ISection3Repository _repository; private readonly ICacheHandler _cache; public ProfileController(ISection3Repository repository, ICacheHandler cacheHandler) { _repository = repository; _cache = cacheHandler; } [UserIdFilter] public ActionResult PersonalInfo(Guid userId) { if (_cache.StateList == null) _cache.StateList = _repository.GetLookupValues((int)ELookupKey.States).ToList(); ... Then in my unit tests I am able to mock up ICacheHandler. Would this be considered a 'best practice' and does anyone have any suggestions for other approaches? Thanks in advance. Cheers

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  • Why is my Scala function returning type Unit and not whatever is the last line?

    - by Andy
    I am trying to figure out the issue, and tried different styles that I have read on Scala, but none of them work. My code is: .... val str = "(and x y)"; def stringParse ( exp: String, pos: Int, expreshHolder: ArrayBuffer[String], follow: Int ) var b = pos; //position of where in the expression String I am currently in val temp = expreshHolder; //holder of expressions without parens var arrayCounter = follow; //just counts to make sure an empty spot in the array is there to put in the strings if(exp(b) == '(') { b = b + 1; while(exp(b) == ' '){b = b + 1} //point of this is to just skip any spaces between paren and start of expression type if(exp(b) == 'a') { temp(arrayCounter) = exp(b).toString; b = b+1; temp(arrayCounter)+exp(b).toString; b = b+1; temp(arrayCounter) + exp(b).toString; arrayCounter+=1} temp; } } val hold: ArrayBuffer[String] = stringParse(str, 0, new ArrayBuffer[String], 0); for(test <- hold) println(test); My error is: Driver.scala:35: error: type mismatch; found : Unit required: scala.collection.mutable.ArrayBuffer[String] ho = stringParse(str, 0, ho, 0); ^one error found When I add an equals sign after the arguments in the method declaration, like so: def stringParse ( exp: String, pos: Int, expreshHolder: ArrayBuffer[String], follow: Int ) ={....} It changes it to "Any". I am confused on how this works. Any ideas? Much appreciated.

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  • Need data on disk drive management by OS: getting base I/O unit size, "sync" option, Direct Memory A

    - by Richard T
    Hello All, I want to ensure I have done all I can to configure a system's disks for serious database use. The three areas I know of (any others?) to be concerned about are: I/O size: the database engine and disk's native size should either match, or the database's native I/O size should be a multiple of the disk's native I/O size. Disks that are capable of Direct Memory Access (eg. IDE) should be configured for it. When a disk says it has written data persistently, it must be so! No keeping it in cache and lying about it. I have been looking for information on how to ensure these are so for CENTOS and Ubuntu, but can't seem to find anything at all! I want to be able to check these things and change them if needed. Any and all input appreciated.

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  • Need data on disk drive management by OS: getting base I/O unit size, “sync” option, Direct Memory A

    - by Richard T
    Hello All, I want to ensure I have done all I can to configure a system's disks for serious database use. The three areas I know of (any others?) to be concerned about are: I/O size: the database engine and disk's native size should either match, or the database's native I/O size should be a multiple of the disk's native I/O size. Disks that are capable of Direct Memory Access (eg. IDE) should be configured for it. When a disk says it has written data persistently, it must be so! No keeping it in cache and lying about it. I have been looking for information on how to ensure these are so for CENTOS and Ubuntu, but can't seem to find anything at all! I want to be able to check these things and change them if needed. Any and all input appreciated.

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

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

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  • Customer won't decide, how to deal?

    - by Crazy Eddie
    I write software that involves the use of measured quantities, many input by the user, most displayed, that are fed into calculation models to simulate various physical thing-a-majigs. We have created a data type that allows us to associate a numeric value with a unit, we call these "quantities" (big duh). Quantities and units are unique to dimension. You can't attach kilogram to a length for example. Math on quantities does automatic unit conversion to SI and the type is dimension safe (you can't assign a weight to a pressure for example). Custom UI components have been developed that display the value and its unit and/or allow the user to edit them. Dimensionless quantities, having no units, are a single, custom case implemented within the system. There's a set of related quantities such that our target audience apparently uses them interchangeably. The quantities are used in special units that embed the conversion factors for the related quantity dimensions...in other words, when using these units converting from one to another simply involves multiplying the value by 1 to the dimensional difference. However, conversion to/from the calculation system (SI) still involves these factors. One of these related quantities is a dimensionless one that represents a ratio. I simply can't get the "customer" to recognize the necessity of distinguishing these values and their use. They've picked one and want to use it everywhere, customizing the way we deal with it in special places. In this case they've picked one of the dimensions that has a unit...BUT, they don't want there to be a unit (GRR!!!). This of course is causing us to implement these special overrides for our UI elements and such. That of course is often times forgotten and worse...after a couple months everyone forgets why it was necessary and why we're using this dimensional value, calling it the wrong thing, and disabling the unit. I could just ignore the "customer" and implement the type as the dimensionless quantity, which makes most sense. However, that leaves the team responsible for figuring it out when they've given us a formula using one of the other quantities. We have to not only figure out that it's happening, we have to decide what to do. This isn't a trivial deal. The other option is just to say to hell with it, do it the customer's way, and let it waste continued time and effort because it's just downright confusing as hell. However, I can't count the amount of times someone has said, "Why is this being done this way, it makes no sense at all," and the team goes off the deep end trying to figure it out. What would you do? Currently I'm still attempting to convince them that even if they use terms interchangeably, we at the least can't do that within the product discussion. Don't have high hopes though.

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  • Why do we use Pythagoras in game physics?

    - by Starkers
    I've recently learned that we use Pythagoras a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagoras! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagoras to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagoras so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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