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  • Double Buffering for Game objects, what's a nice clean generic C++ way?

    - by Gary
    This is in C++. So, I'm starting from scratch writing a game engine for fun and learning from the ground up. One of the ideas I want to implement is to have game object state (a struct) be double-buffered. For instance, I can have subsystems updating the new game object data while a render thread is rendering from the old data by guaranteeing there is a consistent state stored within the game object (the data from last time). After rendering of old and updating of new is finished, I can swap buffers and do it again. Question is, what's a good forward-looking and generic OOP way to expose this to my classes while trying to hide implementation details as much as possible? Would like to know your thoughts and considerations. I was thinking operator overloading could be used, but how do I overload assign for a templated class's member within my buffer class? for instance, I think this is an example of what I want: doublebuffer<Vector3> data; data.x=5; //would write to the member x within the new buffer int a=data.x; //would read from the old buffer's x member data.x+=1; //I guess this shouldn't be allowed If this is possible, I could choose to enable or disable double-buffering structs without changing much code. This is what I was considering: template <class T> class doublebuffer{ T T1; T T2; T * current=T1; T * old=T2; public: doublebuffer(); ~doublebuffer(); void swap(); operator=()?... }; and a game object would be like this: struct MyObjectData{ int x; float afloat; } class MyObject: public Node { doublebuffer<MyObjectData> data; functions... } What I have right now is functions that return pointers to the old and new buffer, and I guess any classes that use them have to be aware of this. Is there a better way?

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  • Integrating C++ libraries in C for ARToolKit - ARToolkit+

    - by Mayank
    I am working on a Augmented reality Project where I plan to use ARToolkit for Image Capturing and rendering where as ARToolKitPlus for marker detection. The problem is ARToolKit is a C library where as ARToolKit+ is written in C++. Can some one please sugegst me a way to integrate them both. ARToolKit Library ARToolkitPlus

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  • Post-Render Fbml (Ajax Callback)

    - by fabian
    Hi there, i am doing a simple ajax call with FBJS. The server returns a fbml string which i render in one of my DIVs. The Problem: FB doesnt render the prefix for attributes like style, onclick etc. I have seen a function for some kind of post-rendering somewhere. But i cant remember Thanks for helping.

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  • HTML custom tags: pros & cons

    - by o_O Tync
    I'd like to use some semantic HTML tags instead of <div>s: <article>, <product>, <footer> etc. Some of them are already presented in the upcoming HTML5, however, it's not fully supported. Which are the possible cons I might face when Rendering? Using CSS, JS? The one I remember is: IE6 can't clone tags it doesn't know.

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  • Ajax PageMethods troubles

    - by Tony
    Hi http://stackoverflow.com/questions/2709245/ajax-without-updatepanel/2709262#2709262 I tried to use these methodologies to remove UpdatePanel from application, I have a page with search keyword which call the PageMethods and I load the user control manually and render it then place rendering output to the page, but something strange happen, while search results is 100 and there is DataPager in the user control, the data pager did not appear, and also only one element appear, it looks that ItemTemplate did not resolve more than once. What is chances ??

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  • Is there a good way of displaying required field indicators when using DataAnnotations in MVC 2?

    - by Jeremy Gruenwald
    I've got validation working with DataAnnotations on all my models, but I'd like to display an indicator for required fields on page load. Since I've got all my validation centralized, I'd rather not hard-code indicators in the View. Calling validation on load would show the validation summary. Has anyone found a good way of letting the model determine what's required, but checking it upon rendering the view, similar to Html.ValidationMessageFor?

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  • RenderTargetBitmap + Resource'd VisualBrush = incomplete image

    - by Will
    I've found a new twist on the "Visual to RenderTargetBitmap" question! I'm rendering previews of WPF stuff for a designer. That means I need to take a WPF visual and render it to a bitmap without that visual ever being displayed. Got a nice little method to do it like to see it here it goes private static BitmapSource CreateBitmapSource(FrameworkElement visual) { Border b = new Border { Width = visual.Width, Height = visual.Height }; b.BorderBrush = Brushes.Black; b.BorderThickness = new Thickness(1); b.Background = Brushes.White; b.Child = visual; b.Measure(new Size(b.Width, b.Height)); b.Arrange(new Rect(b.DesiredSize)); RenderTargetBitmap rtb = new RenderTargetBitmap( (int)b.ActualWidth, (int)b.ActualHeight, 96, 96, PixelFormats.Pbgra32); // intermediate step here to ensure any VisualBrushes are rendered properly DrawingVisual dv = new DrawingVisual(); using (var dc = dv.RenderOpen()) { var vb = new VisualBrush(b); dc.DrawRectangle(vb, null, new Rect(new Point(), b.DesiredSize)); } rtb.Render(dv); return rtb; } Works fine, except for one leeetle thing... if my FrameworkElement has a VisualBrush, that brush doesn't end up in the final rendered bitmap. Something like this: <UserControl.Resources> <VisualBrush x:Key="LOLgo"> <VisualBrush.Visual> <!-- blah blah --> <Grid Background="{StaticResource LOLgo}"> <!-- yadda yadda --> Everything else renders to the bitmap, but that VisualBrush just won't show. The obvious google solutions have been attempted and have failed. Even the ones that specifically mention VisualBrushes missing from RTB'd bitmaps. I have a sneaky suspicion this might be caused by the fact that its a Resource, and that lazy resource isn't being inlined. So a possible fix would be to, somehow(???), force resolution of all static resource references before rendering. But I have absolutely no idea how to do that. Anybody have a fix for this?

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  • Fastest possible way to render 480 x 320 background as iPhone OpenGL ES textures

    - by unknownthreat
    I need to display 480 x 320 background image in OpenGL ES. The thing is I experienced a bit of a slow down in iPhone when I use 512 x 512 texture size. So I am finding an optimum case for rendering iPhone resolution size background in OpenGL ES. How should I slice the background in this case to obtain the best possible performance? My main concern is speed. Should I go for 256 x 256 or other texture sizes here?

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  • Make a compiled binary run at native speed flawlessly without recompiling from source on a another system?

    - by unknownthreat
    I know that many people, at a first glance of the question, may immediately yell out "Java", but no, I know Java's qualities. Allow me to elaborate my question first. Normally, when we want our program to run at a native speed on a system, whether it be Windows, Mac OS X, or Linux, we need to compile from source codes. If you want to run a program of another system in your system, you need to use a virtual machine or an emulator. While these tools allow you to use the program you need on the non-native OS, they sometimes have problems of performance and glitches. We also have a newer compiler called "JIT Compiler", where the compiler will parse the bytecode program to native machine language before execution. The performance may increase to a very good extent with JIT Compiler, but the performance is still not the same as running it on a native system. Another program on Linux, WINE, is also a good tool for running Windows program on Linux system. I have tried running Team Fortress 2 on it, and tried experiment with some settings. I got ~40 fps on Windows at its mid-high setting on 1280 x 1024. On Linux, I need to turn everything low at 1280 x 1024 to get ~40 fps. There are 2 notable things though: Polygon model settings do not seem to affect framerate whether I set it low or high. When there are post-processing effects or some special effects that require manipulation of drawn pixels of the current frame, the framerate will drop to 10-20 fps. From this point, I can see that normal polygon rendering is just fine, but when it comes to newer rendering methods that requires graphic card to the job, it slows down to a crawl. Anyway, this question is rather theoretical. Is there anything we can do at all? I see that WINE can run STEAM and Team Fortress 2. Although there are flaws, they can run at lower setting. Or perhaps, I should also ask, "is it possible to translate one whole program on a system to another system without recompiling from source and get native speed?" I see that we also have AOT Compiler, is it possible to use it for something like this? Or there are so many constraints (such as DirectX call or differences in software architecture) that make it impossible to have a flawless and not native to the system program that runs at native speed?

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  • JSF inner datatable not respecting rendered condition of outer table.

    - by Marc
    <h:dataTable cellpadding="0" cellspacing="0" styleClass="list_table" id="OuterItems" value="#{valueList.values}" var="item" border="0"> <h:column rendered="#{item.typeA"> <h:dataTable cellpadding="0" cellspacing="0" styleClass="list_table" id="InnerItems" value="#{item.options}" var="option" border="0"> <h:column > <h:outputText value="Option: #{option.displayValue}"/> </h:column> </h:dataTable> </h:column> <h:column rendered="#{item.typeB"> <h:dataTable cellpadding="0" cellspacing="0" styleClass="list_table" id="InnerItems" value="#{item.demands}" var="demand" border="0"> <h:column > <h:outputText value="Demand: #{demand.displayValue}"/> </h:column> </h:dataTable> </h:column> </h:dataTable> public class Item{ ... public boolean isTypeA(){ return this instanceof TypeA; } public boolean isTypeB(){ return this instanceof TypeB; } ... } public class typeA extends Item(){ ... public List getOptions(){ .... } ... } public class typeB extends Item(){ ... public List getDemands(){ ... } .... } I'm having an issue with JSF. I've abstracted the problem out here, and I'm hoping someone can help me understand how what I'm doing fails. I'm looping over a list of Items. These Items are actually instances of the subclasses TypeA and TypeB. For Type A, I want to display the options, for Type B I want to display the demands. When rendering the page for the first time, this works fine. However, when I post back to the page for some action, I get an error: [3/26/10 12:52:32:781 EST] 0000008c SystemErr R javax.faces.FacesException: Error getting property 'options' from bean of type TypeB at com.sun.faces.lifecycle.ApplyRequestValuesPhase.execute(ApplyRequestValuesPhase.java:89) at com.sun.faces.lifecycle.LifecycleImpl.phase(LifecycleImpl.java(Compiled Code)) at com.sun.faces.lifecycle.LifecycleImpl.execute(LifecycleImpl.java:91) at com.ibm.faces.portlet.FacesPortlet.processAction(FacesPortlet.java:193) My grasp on the JSF lifecyle is very rough. At this point, i understand there is an error in the ApplyRequestValues Phases which is very early and so the previous state is restored and nothing changes. What I don't understand is that in order to fufill the condition for rendering "item.typeA" that object has to be an instance of TypeA. But here, it looks like that object passed the condition even though it was an instance of TypeB. It is like it is evaluating the inner dataTable (InnerItems) before evaluating the outer (outerItems). My working assumption is that I just don't understand how/when the rendered attribute is actually evaluated.

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  • Flex Action Script timeout issue

    - by user179056
    Hello, Our flex (flare) application keeps timing out when rendering large datasets. Is there anyway to prevent this? we have tried to increase the timeout in the Application tag and the compiler settings. Not mushc success. Any other thoughts? regards Sameer

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  • Is there any way to load all UI controls before displaying? C# winform

    - by Nabil
    I have a complicate win form with lots of controls and bulky repaints, controls resizeing and positioning according to user screen, this causes the form to be shown while doing some rendering and repainting. Is there any way to load UI and prepare it before displaying??I mean showing final UI after the whole repainting events done. If using splash screen, before loading the main form, how should I do that?? Thanks

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  • embedded web browser

    - by Ilya
    Hi, I'm looking for Linux embedded web browser, or preferably just a rendering object (it will not be used for actual browsing, just for displaying web based gui). The requirements are: Written in C (small footprint) Support Dynamic HTML Support Java script Minimum dependencies on the libraries (although i understand that it can not be completely standalone) No Dependency on X11 (i.e working with direct frame qui libraries) So far i only found Embedded Konqueror. Any suggestions are welcomed, commercial solutions are OK, but open source is preferable.

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  • A browser half way between Lynx and modern browsers.

    - by Majid
    Hi, I am looking for a simplistic browser with and without the following capabilities: No Javascript / Java / Flash No Image rendering (and ignoring image-related CSS) Supporting CSS Supporting cookies Supporting forms, anchors, and other HTML elements Supporting GET / POST, and POST with enctype="multipart/form-data" In fact I am looking for a GUI Lynx or something similar. Do you know anything resembling this? Thanks.

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  • How to test 500.html in (django) development env?

    - by lud0h
    I am using Django for a project and is already in production. In the production environment 500.html is rendered whenever a server error occurs. How do I test the rendering of 500.html in dev environment? Or how do I render 500.html in dev, if I turn-off debug I still get the errors and not 500.html background: I include some page elements based on a page and some are missing when 500.html is called and want to debug it in dev environment.

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