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  • I am new to game development, what do I need to know? [closed]

    - by farmdve
    I am unsure if this question is a duplicate, I hope it isn't. Are there any resources on the terminology when doing game development? Because, even if you tell me to learn some graphics API, how would I understand the things it does, if I am not well into the terminology(voxel,mesh,polygon,shading). What about the math that is involved in the game(geometry) or the concept of the gravity,collision detection in the game and their respective maths? I am very bad at math, never was good, because I have ADHD, but I won't give up just yet. I look at a game, and I see "textures", but how am I walking on them, how do they take substance so I don't fall off of them? And depth? This is what I need information about, not just a link to a library like SDL(which I have compiled under MinGW and MinGW-W64) and tell me to learn it and the cliché answer "start simple/small". I hope the question(s) are not too vague.

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  • Detailed Modern Opengl Tutorial?

    - by Kogesho
    I am asking for a specific modern opengl tutorial. I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most tutorials use only one object), as well as imported 3d objects and collision detection for them. It should also avoid stuff that won't be used. Arcysnthesis for example gives a new concept, and after teaching it, in the next tutorial, it explains how bad it is for performance and introduces another method. Do you know any?

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  • Do you use to third party companies to review your company's code?

    - by CodeToGlory
    I am looking to get the following - Basic code review to make sure they follow the guidelines imposed. Security code analysis to make sure there are no loopholes. No performance bottlenecks by doing a load test etc. We have lot of code coming in from third parties and is becoming laborious to manage code reviews and hence looking to see if others employ such practices. I understand that it may be a concern for some and would raise the question "Well, who is going to make sure the agency is doing their job right?" But basically I am just looking for a third party who can hold all vendor code to the same standards.

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  • Cloud Computing in words of one syllable

    - by harry.foxwell(at)oracle.com
    A colleague of mine challenged me to describe Cloud Computing in words of one syllable so that even his 80-year-old mother-in-law could understand the concept.  Hmmmm...The Cloud lets you do all your work on the Web or on your own net. It lets you set up your own work; no one has to set it up for you.  When you need more disk space, the cloud makes it for you.  When you need more speed, the cloud adds more gear to make your jobs go fast.  You share the cloud with more than just your own work, and you just pay for what you use.  The cloud is not new; this type of work has been done for years; just the word is new.  Now you know what the cloud is.  Or not.

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  • Should I understand SVN before I jump to GIT?

    - by John Isaacks
    I work in a department where no one has ever used source control before, including myself. I am trying to push the concept. I have spent a little while researching SVN. I some basics learned. I can Create/update/checkout/commit with command line and from Tortoise. I am starting to learn how to tag and branch but still confused a lot about conflicts between branches and trunk etc. I am still learning, but I do not have a physical person who can show me anything. Its all from books/tutorials and trial and error. From what I have read online it seems like git is the better thing to know, but its also more complicated. I don't want to overwhelm myself. Should I continue to master svn before moving to git or would I be wiser to just jump to git now? Are there pros and cons to both approaches?

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  • Solaris 11.1 changes building of code past the point of __NORETURN

    - by alanc
    While Solaris 11.1 was under development, we started seeing some errors in the builds of the upstream X.Org git master sources, such as: "Display.c", line 65: Function has no return statement : x_io_error_handler "hostx.c", line 341: Function has no return statement : x_io_error_handler from functions that were defined to match a specific callback definition that declared them as returning an int if they did return, but these were calling exit() instead of returning so hadn't listed a return value. These had been generating warnings for years which we'd been ignoring, but X.Org has made enough progress in cleaning up code for compiler warnings and static analysis issues lately, that the community turned up the default error levels, including the gcc flag -Werror=return-type and the equivalent Solaris Studio cc flags -v -errwarn=E_FUNC_HAS_NO_RETURN_STMT, so now these became errors that stopped the build. Yet on Solaris, gcc built this code fine, while Studio errored out. Investigation showed this was due to the Solaris headers, which during Solaris 10 development added a number of annotations to the headers when gcc was being used for the amd64 kernel bringup before the Studio amd64 port was ready. Since Studio did not support the inline form of these annotations at the time, but instead used #pragma for them, the definitions were only present for gcc. To resolve this, I fixed both sides of the problem, so that it would work for building new X.Org sources on older Solaris releases or with older Studio compilers, as well as fixing the general problem before it broke more software building on Solaris. To the X.Org sources, I added the traditional Studio #pragma does_not_return to recognize that functions like exit() don't ever return, in patches such as this Xserver patch. Adding a dummy return statement was ruled out as that introduced unreachable code errors from compilers and analyzers that correctly realized you couldn't reach that code after a return statement. And on the Solaris 11.1 side, I updated the annotation definitions in <sys/ccompile.h> to enable for Studio 12.0 and later compilers the annotations already existing in a number of system headers for functions like exit() and abort(). If you look in that file you'll see the annotations we currently use, though the forms there haven't gone through review to become a Committed interface, so may change in the future. Actually getting this integrated into Solaris though took a bit more work than just editing one header file. Our ELF binary build comparison tool, wsdiff, actually showed a large number of differences in the resulting binaries due to the compiler using this information for branch prediction, code path analysis, and other possible optimizations, so after comparing enough of the disassembly output to be comfortable with the changes, we also made sure to get this in early enough in the release cycle so that it would get plenty of test exposure before the release. It also required updating quite a bit of code to avoid introducing new lint or compiler warnings or errors, and people building applications on top of Solaris 11.1 and later may need to make similar changes if they want to keep their build logs similarly clean. Previously, if you had a function that was declared with a non-void return type, lint and cc would warn if you didn't return a value, even if you called a function like exit() or panic() that ended execution. For instance: #include <stdlib.h> int callback(int status) { if (status == 0) return status; exit(status); } would previously require a never executed return 0; after the exit() to avoid lint warning "function falls off bottom without returning value". Now the compiler & lint will both issue "statement not reached" warnings for a return 0; after the final exit(), allowing (or in some cases, requiring) it to be removed. However, if there is no return statement anywhere in the function, lint will warn that you've declared a function returning a value that never does so, suggesting you can declare it as void. Unfortunately, if your function signature is required to match a certain form, such as in a callback, you not be able to do so, and will need to add a /* LINTED */ to the end of the function. If you need your code to build on both a newer and an older release, then you will either need to #ifdef these unreachable statements, or, to keep your sources common across releases, add to your sources the corresponding #pragma recognized by both current and older compiler versions, such as: #pragma does_not_return(exit) #pragma does_not_return(panic) Hopefully this little extra work is paid for by the compilers & code analyzers being able to better understand your code paths, giving you better optimizations and more accurate errors & warning messages.

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  • New Exadata public references

    - by Javier Puerta
    The following customers are now public references for Exadata. Show your customers how other companies in their industries are leveraging Exadata to achieve their business objectives. MIGROS BANK - Financial Services - Switzerland Oracle EXADATA Database Machine + OBIEE 11gMigros Bank AG Makes Systems More Available and Improves Operational Insight and Analytics with a Scalable, Integrated Data Warehouse Success Story (English)Success Story(German) - Professional Services - United Arab Emirates Oracle EXADATA Database MachineTech Access Drives Compelling Proof-of-Concept Evaluations for Hardware Sales in Regions Largest Solutions CenterSuccess Story   - Saudi Arabia - Wholesale Distribution Oracle EXADATA Database Machine + OBIEE 11g Balubaid Group of Companies Reduces Help-Desk Complaints by 75%, Improves Business Continuity and System Response Success Story   - Nigeria - Communications Oracle EXADATA Database Machine Etisalat Accelerates Data Retrieval and Analysis by 99 Percent with Oracle Communications Data Model Running on Oracle Exadata Database Machine Oracle Press Release   ETISALAT BALUBAID GROUP TECH ACCESS

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  • 3D array in a 2D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • Oracle@Work: IDS bringt mit Exadata Licht ins Investmentcontrolling

    - by A&C Redaktion
    Die Datenmengen, die die IDS GmbH (Analysis and Reporting Services) tagtäglich zu bewältigen hat, sind enorm: Bei der Tochter der Allianz SE sind alle Dienstleistungen rund um das Investmentcontrolling angesiedelt. Das Unternehmen benötigte eine ausbaufähige Datawarehouse-Lösung, in der alle Daten zusammengeführt, harmonisiert und angereichert werden können. Als optimale Lösung fand IDS schließlich zu Exadata, genauer der Oracle Exadata Database Machine. Die Implementierung erfolgte gemeinsam mit dem Oracle Platinum Partner ISE, der den technischen und beratenden Part übernommen hatte und IDS weiterhin bei der Weiterentwicklung unterstützt. Wie Exadata dort zum Einsatz kommt und warum sich diese Investition für IDS gelohnt hat, erfahren Sie im hier im Video:

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  • Code Space : le projet de Microsoft qui introduit une nouvelle façon de collaborer en utilisant Kinect, terminaux tactiles et PC

    Code Space : le projet de Microsoft qui introduit une nouvelle façon de collaborer En utilisant Kinect, terminaux tactiles et PC Microsoft research vient de mettre sur pied un projet qui présente un nouveau concept de partage de l'information lors des réunions ou séance de travail en petit groupe. Le projet baptisé « Code Space », démocratise l'accès, le contrôle et le partage d'informations à travers de multiples dispositifs personnels et de présentation publique. [IMG]http://rdonfack.developpez.com/images/CodeSpace.jpg[/IMG] Le système comme son nom l'indique, a été conçu à la base pour les développeurs. Avec cette technologie, ceux-ci peuvent facilement...

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  • Android Loading Screen: How do I go about using a stack to load elements, and the option of incrementing the size counter?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • How can I teleport seamlessly, without using interpolation?

    - by modchan
    I've been implementing Bukkit plugin for creating toggleable in-game warping areas that will teleport any catched entity to other similar area. I was going to implement concept of non-Euclidean maze using this plugin, but, unfortunately, I've discovered that doing Entity.teleport() causes client to interpolate movement while teleporting, so player slides towards target like Enderman and receives screen updates, so for a split second all underground stuff is visible. While for "just teleport me where I want" usage this is just fine, it ruins whole idea of seamless teleporting, as player can clearly see when transfer happened even without need to look at debug screen. Is there possibility to somehow disable interpolating while teleporting without modifying client, or maybe prevent client from updating screen while it's being teleported?

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  • Prediction happening on (sending) client side

    - by Daniel
    This seems like a simple enough concept, but I haven't seen this implemented anywhere yet. Assuming that the server just forwards and verifies data... I'm using mouse-based movement, so it's not too difficult to predict the location of the player 150ms from when the event is sent. I'm thinking it is more accurate than using old data and older data on the receiving clients' side. The question I have, is why can I not find any examples of this? Is there something fundamentally wrong with this that I cannot find anyone implementing or talking about implementing this.

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  • Le Mac App Store est ouvert depuis ce matin, mais il inquiète déjà certains développeurs

    Le Mac App Store est ouvert depuis ce matin, mais il inquiète déjà certains développeurs Mise à jour du 06.01.2011 par Katleen Comme nous vous l'avions annoncé il y a deux semaines, le Mac App Store est lancé ce jour. Un service de plus dans la panoplie d'Apple, qui ne cesse de s'étendre. Son objectif ? Offrir plus de visibilité à Mac OS X, l'OS de la firme. La boutique sera en effet disponible directement depuis celui-ci. Seulement, ce concept ne fait pas la joie de tout le monde : les développeurs commencent à grincer des dents. En effet, à cause de la prolifération des applications, qui sont de plus en plus nombreuses, un phénomène de concurrence s'est mis en place, e...

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  • Audio programming resources

    - by rashleighp
    I've been very interested in the last few months about getting in to audio programming (I'm from a musical background). I've been a .NET developer for two years and have also done some objective c for an iPhone app recently. I realise I would probably need to work on my C++ chops and have been having a play around with FMOD EX and doing a lot of research into the industry. I was just wondering if anyone could suggest some good resources for audio programming (be they websites, podcasts, books, videos, online courses etc). Anything from Fourier analysis, low level coding, audio engine creation to audio APIs. I just want to learn as much as possible! Thanks in advance.

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  • Grouping IP Addresses based on ranges [on hold]

    - by mustard
    Say I have 5 different categories based on IP Address ranges for monitoring user base. What is the best way to categorize a list of input IP addresses into one of the 5 categories depending on which range it falls into? Would sorting using a segment tree structure be efficient? Specifically - I'm looking to see if there are more efficient ways to sort IP addresses into groups or ranges than using a segment sort. Example: I have a list of IP address ranges per country from http://dev.maxmind.com/geoip/legacy/geolite/ I am trying to group incoming user requests on a website per country for demographic analysis. My current approach is to use a segment tree structure for the IP address ranges and use lookups based on the structure to identify which range a given ip address belongs to. I would like to know if there is a better way of accomplishing this.

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  • FxCop ... Where have you been all my life?

    - by PhilSando
    I was recently introduced to microsoft's tool that analyzes managed code assemblies called FxCop. It points out possible design, localization, performance, and security improvements against a pre defined set of rules (and also accepts custom rules). At first I was unsure how to go about using it as it seems to be aimed at software developers (.exe and .dll) . Its easy to get around this with the following steps: 1)Create a new folder (i.e C:\Code Analysis) 2)Publish your web application into the new folder 3)Open FxCop and add all the dll files from the newly created bin folder  to be scrutinized. Lots more info / docs available here on msdn and you can also download fxcop free

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  • Remote Diagnostic Agent (RDA) version 4.30

    - by inowodwo
    posted by Maurice Bauhahn Remote Diagnostic Agent (RDA) version 4.30 was released on December 11th A free download can be accessed via Knowledge Management article 314422.1 and installed in any Enterprise Performance Management 11.1.2.x environment. EPM-specific instructions are available in Knowledge Management article 1304885.1. This RDA version incorporates two new modules (EAS=Essbase Administration Services; HWA=Hyperion Web Analysis) and improvements in modules and profiles relating to twelve other Hyperion applications (EPM, EPMA, ESS, FCM, HFM, HFR, HIR, HPL, HPSV, HSS, PR, and HSV). To follow best practice, run related RDA profiles [for example: "perl rda.pl -vnSCRPp Hyperion1112_EAS"] and attach the output zip file [by default in \rda\output\] to your service requests. The comprehensive set of details provided in such output files should help technicians to avoid delays in handling service requests (by avoiding ping-pong communications resulting from repeated requests for additional values).

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  • Enhancing Enterprise Planning and Forecasting Through Predictive Modeling

    Planning and forecasting performance in today's volatile economic environment can be challenging with traditional planning applications and manual modeling techniques. To address these challenges, leading edge companies are leveraging predictive modeling to bring statistical analysis and techniques such as Monte Carlo simulations into the mix. Sound too math-intense and complicated? Not anymore. These techniques can be applied by anyone - no prior stats experience required - whether to augment the forecasting performed by line managers or to validate those forecasts based on historical information, and to produce a broader range of scenarios to consider in decision-making.

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  • How to organize functional programs

    - by bleakcabal
    In OOP, your basic unit of organization for code is the class. A frequently used methodology in Java, C# and similar languages is to organize your code around having one file for each class with the file name following the class name. You can consider each of these class as a unit of organization to group a single concept. These classes are in in namespaces which often follow the directory structure of the files in the solution/project. Namespaces are another level of organization. How are large projects in functional languages typically organized? How to you determine how to split your functions into different files? Are other units of grouping beside files used? How is code typically organized within a single file?

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  • Should I understand SVN before I jump to GIT?

    - by John Isaacks
    I work in a department where no one has ever used source control before, including myself. I am trying to push the concept. I have spent a little while researching SVN. I some basics learned. I can Create/update/checkout/commit with command line and from Tortoise. I am starting to learn how to tag and branch but still confused a lot about conflicts between branches and trunk etc. I am still learning, but I do not have a physical person who can show me anything. Its all from books/tutorials and trial and error. From what I have read online it seems like git is the better thing to know, but its also more complicated. I don't want to overwhelm myself. Should I continue to master svn before moving to git or would I be wiser to just jump to git now? Are there pros and cons to both approaches?

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  • What are the semantics of glRotate and glTranslate's parameters?

    - by Zarkopafilis
    I have been trying to play with OpenGL after watching some tutorials and I don't understand how the glTranslatef and glRotatef functions work. I believe a simple picture would help me. I understand that glTranslatef changes the position of the "camera" (but does it change the position in wich the shapes are getting drawn)? However, I don't understand the rotation concept at all. If I do glRotatef(1,0,0,1) it makes my quad spin around. If I just do glRotatef(1,0,0,0) it makes the quad smaller (further away) but if I try to rotate around the X or Y axis, I get a black screen. I don't understand the angle either. Help would be appreciated.

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  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • Capteur de mouvements d'Intel : l'inscription au concours repoussée au 2 juillet, téléchargez le SDK et soumettez vos idées d'applications

    Capteur de mouvements d'Intel : l'incription au concours de développement repoussée au 2 juillet Téléchargez le SDK et soumettez vos idées d'applicationsAu cas où vous ne le sauriez pas, Intel s'est lancé il y a peu dans les Natural Interfaces (ou NUI) avec un capteur de mouvement/caméra ? vous avez dit Kinect ? ? baptisé sobrement « Gesture Camera ». Cet appareil a été conçu en collaboration avec le constructeur Creative et dévoilé au CES 2013 de Las Vegas. Pour l'occasion, Intel a également décidé d'organiser un grand concours de programmation autour de ce concept de « développement ...

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  • Building a website, wondering how to add news to it? Details inside. [closed]

    - by Robolisk
    On the home page of my website, I'd like to add a "news" kind section, where I can add blogs and such. Now from my understanding if this was all done in hard coding I'd have to go into the code just to add stuff to it. I've looked at things like drupal and I get how those work, but I how would I be able to add this to my site? The same kind of concept? Also, one more thing, what does inc operating php into a website offer? like better looks or general preformence? I don't understand this. Excuse my grammar/spelling. (: And thank you for taking the time to read this.

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