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  • Software Engineering Practices &ndash; Different Projects should have different maturity levels

    - by Dylan Smith
    I’ve had a lot of discussions at the office lately about the drastically different sets of software engineering practices used on our various projects, if what we are doing is appropriate, and what factors should you be considering when determining what practices are most appropriate in a given context. I wanted to write up my thoughts in a little more detail on this subject, so here we go: If you compare any two software projects (specifically comparing their codebases) you’ll often see very different levels of maturity in the software engineering practices employed. By software engineering practices, I’m specifically referring to the quality of the code and the amount of technical debt present in the project. Things such as Test Driven Development, Domain Driven Design, Behavior Driven Development, proper adherence to the SOLID principles, etc. are all practices that you would expect at the mature end of the spectrum. At the other end of the spectrum would be the quick-and-dirty solutions that are done using something like an Access Database, Excel Spreadsheet, or maybe some quick “drag-and-drop coding”. For this blog post I’m going to refer to this as the Software Engineering Maturity Spectrum (SEMS). I believe there is a time and a place for projects at every part of that SEMS. The risks and costs associated with under-engineering solutions have been written about a million times over so I won’t bother going into them again here, but there are also (unnecessary) costs with over-engineering a solution. Sometimes putting multiple layers, and IoC containers, and abstracting out the persistence, etc is complete overkill if a one-time use Access database could solve the problem perfectly well. A lot of software developers I talk to seem to automatically jump to the very right-hand side of this SEMS in everything they do. A common rationalization I hear is that it may seem like a small trivial application today, but these things always grow and stick around for many years, then you’re stuck maintaining a big ball of mud. I think this is a cop-out. Sure you can’t always anticipate how an application will be used or grow over its lifetime (can you ever??), but that doesn’t mean you can’t manage it and evolve the underlying software architecture as necessary (even if that means having to toss the code out and re-write it at some point…maybe even multiple times). My thoughts are that we should be making a conscious decision around the start of each project approximately where on the SEMS we want the project to exist. I believe this decision should be based on 3 factors: 1. Importance - How important to the business is this application? What is the impact if the application were to suddenly stop working? 2. Complexity - How complex is the application functionality? 3. Life-Expectancy - How long is this application expected to be in use? Is this a one-time use application, does it fill a short-term need, or is it more strategic and is expected to be in-use for many years to come? Of course this isn’t an exact science. You can’t say that Project X should be at the 73% mark on the SEMS and expect that to be helpful. My point is not that you need to precisely figure out what point on the SEMS the project should be at then translate that into some prescriptive set of practices and techniques you should be using. Rather my point is that we need to be aware that there is a spectrum, and that not everything is going to be (or should be) at the edges of that spectrum, indeed a large number of projects should probably fall somewhere within the middle; and different projects should adopt a different level of software engineering practices and maturity levels based on the needs of that project. To give an example of this way of thinking from my day job: Every couple of years my company plans and hosts a large event where ~400 of our customers all fly in to one location for a multi-day event with various activities. We have some staff whose job it is to organize the logistics of this event, which includes tracking which flights everybody is booked on, arranging for transportation to/from airports, arranging for hotel rooms, name tags, etc The last time we arranged this event all these various pieces of data were tracked in separate spreadsheets and reconciliation and cross-referencing of all the data was literally done by hand using printed copies of the spreadsheets and several people sitting around a table going down each list row by row. Obviously there is some room for improvement in how we are using software to manage the event’s logistics. The next time this event occurs we plan to provide the event planning staff with a more intelligent tool (either an Excel spreadsheet or probably an Access database) that can track all the information in one location and make sure that the various pieces of data are properly linked together (so for example if a person cancels you only need to delete them from one place, and not a dozen separate lists). This solution would fall at or near the very left end of the SEMS meaning that we will just quickly create something with very little attention paid to using mature software engineering practices. If we examine this project against the 3 criteria I listed above for determining it’s place within the SEMS we can see why: Importance – If this application were to stop working the business doesn’t grind to a halt, revenue doesn’t stop, and in fact our customers wouldn’t even notice since it isn’t a customer facing application. The impact would simply be more work for our event planning staff as they revert back to the previous way of doing things (assuming we don’t have any data loss). Complexity – The use cases for this project are pretty straightforward. It simply needs to manage several lists of data, and link them together appropriately. Precisely the task that access (and/or Excel) can do with minimal custom development required. Life-Expectancy – For this specific project we’re only planning to create something to be used for the one event (we only hold these events every 2 years). If it works well this may change (see below). Let’s assume we hack something out quickly and it works great when we plan the next event. We may decide that we want to make some tweaks to the tool and adopt it for planning all future events of this nature. In that case we should examine where the current application is on the SEMS, and make a conscious decision whether something needs to be done to move it further to the right based on the new objectives and goals for this application. This may mean scrapping the access database and re-writing it as an actual web or windows application. In this case, the life-expectancy changed, but let’s assume the importance and complexity didn’t change all that much. We can still probably get away with not adopting a lot of the so-called “best practices”. For example, we can probably still use some of the RAD tooling available and might have an Autonomous View style design that connects directly to the database and binds to typed datasets (we might even choose to simply leave it as an access database and continue using it; this is a decision that needs to be made on a case-by-case basis). At Anvil Digital we have aspirations to become a primarily product-based company. So let’s say we use this tool to plan a handful of events internally, and everybody loves it. Maybe a couple years down the road we decide we want to package the tool up and sell it as a product to some of our customers. In this case the project objectives/goals change quite drastically. Now the tool becomes a source of revenue, and the impact of it suddenly stopping working is significantly less acceptable. Also as we hold focus groups, and gather feedback from customers and potential customers there’s a pretty good chance the feature-set and complexity will have to grow considerably from when we were using it only internally for planning a small handful of events for one company. In this fictional scenario I would expect the target on the SEMS to jump to the far right. Depending on how we implemented the previous release we may be able to refactor and evolve the existing codebase to introduce a more layered architecture, a robust set of automated tests, introduce a proper ORM and IoC container, etc. More likely in this example the jump along the SEMS would be so large we’d probably end up scrapping the current code and re-writing. Although, if it was a slow phased roll-out to only a handful of customers, where we collected feedback, made some tweaks, and then rolled out to a couple more customers, we may be able to slowly refactor and evolve the code over time rather than tossing it out and starting from scratch. The key point I’m trying to get across is not that you should be throwing out your code and starting from scratch all the time. But rather that you should be aware of when and how the context and objectives around a project changes and periodically re-assess where the project currently falls on the SEMS and whether that needs to be adjusted based on changing needs. Note: There is also the idea of “spectrum decay”. Since our industry is rapidly evolving, what we currently accept as mature software engineering practices (the right end of the SEMS) probably won’t be the same 3 years from now. If you have a project that you were to assess at somewhere around the 80% mark on the SEMS today, but don’t touch the code for 3 years and come back and re-assess its position, it will almost certainly have changed since the right end of the SEMS will have moved farther out (maybe the project is now only around 60% due to decay). Developer Skills Another important aspect to this whole discussion is around the skill sets of your architects and lead developers. When talking about the progression of a developers skills from junior->intermediate->senior->… they generally start by only being able to write code that belongs on the left side of the SEMS and as they gain more knowledge and skill they become capable of working at a higher and higher level along the SEMS. We all realize that the learning never stops, but eventually you’ll get to the point where you can comfortably develop at the right-end of the SEMS (the exact practices and techniques that translates to is constantly changing, but that’s not the point here). A critical skill that I’d love to see more evidence of in our industry is the most senior guys not only being able to work at the right-end of the SEMS, but more importantly be able to consciously work at any point along the SEMS as project needs dictate. An even more valuable skill would be if you could make the conscious decision to move a projects code further right on the SEMS (based on changing needs) and do so in an incremental manner without having to start from scratch. An exercise that I’m planning to go through with all of our projects here at Anvil in the near future is to map out where I believe each project currently falls within this SEMS, where I believe the project *should* be on the SEMS based on the business needs, and for those that don’t match up (i.e. most of them) come up with a plan to improve the situation.

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Ignoring Robots - Or Better Yet, Counting Them Separately

    - by [email protected]
    It is quite common to have web sessions that are undesirable from the point of view of analytics. For example, when there are either internal or external robots that check the site's health, index it or just extract information from it. These robotic session do not behave like humans and if their volume is high enough they can sway the statistics and models.One easy way to deal with these sessions is to define a partitioning variable for all the models that is a flag indicating whether the session is "Normal" or "Robot". Then all the reports and the predictions can use the "Normal" partition, while the counts and statistics for Robots are still available.In order for this to work, though, it is necessary to have two conditions:1. It is possible to identify the Robotic sessions.2. No learning happens before the identification of the session as a robot.The first point is obvious, but the second may require some explanation. While the default in RTD is to learn at the end of the session, it is possible to learn in any entry point. This is a setting for each model. There are various reasons to learn in a specific entry point, for example if there is a desire to capture exactly and precisely the data in the session at the time the event happened as opposed to including changes to the end of the session.In any case, if RTD has already learned on the session before the identification of a robot was done there is no way to retract this learning.Identifying the robotic sessions can be done through the use of rules and heuristics. For example we may use some of the following:Maintain a list of known robotic IPs or domainsDetect very long sessions, lasting more than a few hours or visiting more than 500 pagesDetect "robotic" behaviors like a methodic click on all the link of every pageDetect a session with 10 pages clicked at exactly 20 second intervalsDetect extensive non-linear navigationNow, an interesting experiment would be to use the flag above as an output of a model to see if there are more subtle characteristics of robots such that a model can be used to detect robots, even if they fall through the cracks of rules and heuristics.In any case, the basic and simple technique of partitioning the models by the type of session is simple to implement and provides a lot of advantages.

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  • ubuntu hardrive repartition without uninstalling ubuntu or windows 7 and losing data of hardrive

    - by user141692
    I have and asus r500v with 750 gb gpt system uefi motherboard core i7 3610qm, nvidia geforce gt, with ubuntu and w7 dual boot, I had problems installing ubuntu because of the grub but I fix it with https://bugs.launchpad.net/ubuntu/+source/grub2/+bug/807801, but I still have the problem of "warning: the partition is misaligned by 3072 bytes. this may result iin very poor performance. Repartitioning is suggested" in every linux partitioin I made and my 750 gb is not being used at the maximun capacity it only uses 698 gb. I want to make partitions so that the warning doesnt show up and I can use the maximum capacity of the HDD, as I did with another dual boot laptop (compaq presario cq40). I have the following partitions: unknown 1.0Mb: partition type: lynux Basic DAta partition, device: /dev/sda2 Usage: --, Partition flags: --, partition label:-- warning: the partition is misaligned by 3072 bytes. this may result in very poor performance. repartitioning is suggested. -system 210 Mb FAt, usage: Filesystem, partition type: EFI system Partition, Partition Flags:--, Label: system, Device: /dev/sda1, partition label: EFI system partition, Capacity 210MB, avilable:--, Mount Point: mounted at /boot/efi -134 Mb NTFS, usage: filesystem, partition type: linux basic data partition, partition flags:.--, device: /dev/sda7, partition label: --, capacity: 134MB,available:--, mount point: not mounted -OS 250 GB NTFS, usage: file system, partititon type: linux basic data partition, partition flags: --, type: NTFS, label: OS, device: /dev/sda3, partition label: basic data partition, capacity: 250 GB, available:-, mount point: not mounted -10GB FAT 32, usage: filesystem, partition type: EFI system partition, partition flags:--, type: FAT 32, label: --, device: /dev/sda4, partition label: --, capacity: 10GB, available:--, mount point: not mounted warning: the partition is misaligned by 3072 bytes. this may result in very poor performance. repartitioning is suggested. -10gb ext 4, usage: file system, partition type: linux basic data partition, partition flags:--, type: EXT4(version1) label:--, device: /dev/sda9, partition label:--, capacity: 10 GB, available:--, mount point at / warning: the partition is misaligned by 1536 bytes. this may result in very poor performance. repartitioning is suggested. -478GB ext4, usage: filesystem, partition type: linux basic data partition, partition flags:--, type: EXT4, label:--, device: /dev/sda5, partition label:--, capacity: 478gb, available:--, mount point: mounted at /home warning: the partition is misaligned by 512 bytes. this may result in very poor performance. repartitioning is suggested. -2.0gb Swap 2.0Gb, usage: swap space, partition type: linux swap partitioin, partition flags:-, device: /dev/sda6, partition label: capacity: 2.0gb warning: the partition is misaligned by 512 bytes. this may result in very poor performance. repartitioning is suggested. and as you can see it is not well organized so please help me to organize the partitions witahout uninstalling the w7, and if possible the grub2

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  • Joining two routers together, but I have no access to the second router, although I know it's IP address and Gateway

    - by JohnnyVegas
    I have temporarily moved into a rented apartment for 4 months, which has wireless. The trouble I am having is that the access points here are wifi only and no RJ45 and I need to use RJ45 to connect some equipment that I am working with. I have purchased an RT-N66U and installed Tomato (shibby ver. 1.28) and successfully replaced the existing access point, but now I want to enable the access point that I have replaced as it links wirelessly to 3 others. Can I plug in a cable from the access point to my RT-N66U and get it to access the internet via my router? I have no access to the existing wireless access point, and don't want to reset it as it's not mine. There is another router situated in the roof somewhere which I also have no access to, but it's supplying my RT-N66U internet and I most definitely have a double-nat, which although isn't the best way of doing things I am limited with what I can do. Any suggestions on routing tables, vlans etc would be helpful, but I have no experience in these fields before - but I know the tomato firmware can cater for this. My router is set to IP 10.0.1.1 and dhcp is 10.0.1.100-200 The wireless access point address was 192.168.1.2 but this was assigned by the router in the roof which has the address 192.168.1.1. There is a cable from this router going to a wall socket which I now have my RT-N66u attached to via the WAN port. I understand it's scruffy and it isn't the way to do things but I have tried to ask for the admin details but as the wireless network is looked after by a third party and nobody knows their details I am stuck with this dilemma. I could buy three wireless access points and replace the existing but this isn't what I want to do, and although I have installed plenty of DD-WRT wireless repeater bridges they simply don't work here for some unknown reason. The phone line here is very noisy too and I don't have the rights to install ADSL in a building that isn't mine, and 3G coverage isn't good enough either. Thanks for your time

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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • Setting alias for DynDNS domain

    - by metalball
    Hey all, I've created DynDNS domain for testing my local sites, and i'm having trouble with pointing to root domain. From my registrar (GoDaddy) I've created a CNAME for www to point my example.dyndns.com so going to url www.example.com I'm reaching my site. But if I'm going to example.com I'm reaching to the IP of the A record. I can't set the IP for the A record to be my IP because I have dynamic IP, and it changes constatly, and I can't point the A record to domain, only IP. When trying to create CNAME record @ to point example.dyndns.com I'm getting error "A record of a different type exists for the hostname @, could not create CNAME" The only record using the '@' host are NS record, which I can't delete, and when tried to set another NS record with @ point to example.dyndns.com, I've lost connection to my site :) So what can I do to get example.com url reach my site? Thanx!

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  • 802.11N Windows XP Clients Unable to See Each Other

    - by zippy_raggle
    I am attempting to update my wireless network from 802.11g to 802.11n. When connected to the 'G' access point, the client laptops (there are 7 running Windows XP) are able to connect and browse the network for each other. When I connect them to the 'N' access point they can see the access point, but not the rest of the network. I tried swapping out the access point with a wireless router, but this did not change anything. I verified in both the AP and the router that isolation was turned off. Searching the web has not turned up any other ideas. The manuals don't show anything either. Why can't my wireless client nodes see each other on the 'N' network?

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  • Anatomy of a .NET Assembly - Custom attribute encoding

    - by Simon Cooper
    In my previous post, I covered how field, method, and other types of signatures are encoded in a .NET assembly. Custom attribute signatures differ quite a bit from these, which consequently affects attribute specifications in C#. Custom attribute specifications In C#, you can apply a custom attribute to a type or type member, specifying a constructor as well as the values of fields or properties on the attribute type: public class ExampleAttribute : Attribute { public ExampleAttribute(int ctorArg1, string ctorArg2) { ... } public Type ExampleType { get; set; } } [Example(5, "6", ExampleType = typeof(string))] public class C { ... } How does this specification actually get encoded and stored in an assembly? Specification blob values Custom attribute specification signatures use the same building blocks as other types of signatures; the ELEMENT_TYPE structure. However, they significantly differ from other types of signatures, in that the actual parameter values need to be stored along with type information. There are two types of specification arguments in a signature blob; fixed args and named args. Fixed args are the arguments to the attribute type constructor, named arguments are specified after the constructor arguments to provide a value to a field or property on the constructed attribute type (PropertyName = propValue) Values in an attribute blob are limited to one of the basic types (one of the number types, character, or boolean), a reference to a type, an enum (which, in .NET, has to use one of the integer types as a base representation), or arrays of any of those. Enums and the basic types are easy to store in a blob - you simply store the binary representation. Strings are stored starting with a compressed integer indicating the length of the string, followed by the UTF8 characters. Array values start with an integer indicating the number of elements in the array, then the item values concatentated together. Rather than using a coded token, Type values are stored using a string representing the type name and fully qualified assembly name (for example, MyNs.MyType, MyAssembly, Version=1.0.0.0, Culture=neutral, PublicKeyToken=0123456789abcdef). If the type is in the current assembly or mscorlib then just the type name can be used. This is probably done to prevent direct references between assemblies solely because of attribute specification arguments; assemblies can be loaded in the reflection-only context and attribute arguments still processed, without loading the entire assembly. Fixed and named arguments Each entry in the CustomAttribute metadata table contains a reference to the object the attribute is applied to, the attribute constructor, and the specification blob. The number and type of arguments to the constructor (the fixed args) can be worked out by the method signature referenced by the attribute constructor, and so the fixed args can simply be concatenated together in the blob without any extra type information. Named args are different. These specify the value to assign to a field or property once the attribute type has been constructed. In the CLR, fields and properties can be overloaded just on their type; different fields and properties can have the same name. Therefore, to uniquely identify a field or property you need: Whether it's a field or property (indicated using byte values 0x53 and 0x54, respectively) The field or property type The field or property name After the fixed arg values is a 2-byte number specifying the number of named args in the blob. Each named argument has the above information concatenated together, mostly using the basic ELEMENT_TYPE values, in the same way as a method or field signature. A Type argument is represented using the byte 0x50, and an enum argument is represented using the byte 0x55 followed by a string specifying the name and assembly of the enum type. The named argument property information is followed by the argument value, using the same encoding as fixed args. Boxed objects This would be all very well, were it not for object and object[]. Arguments and properties of type object allow a value of any allowed argument type to be specified. As a result, more information needs to be specified in the blob to interpret the argument bytes as the correct type. So, the argument value is simple prepended with the type of the value by specifying the ELEMENT_TYPE or name of the enum the value represents. For named arguments, a field or property of type object is represented using the byte 0x51, with the actual type specified in the argument value. Some examples... All property signatures start with the 2-byte value 0x0001. Similar to my previous post in the series, names in capitals correspond to a particular byte value in the ELEMENT_TYPE structure. For strings, I'll simply give the string value, rather than the length and UTF8 encoding in the actual blob. I'll be using the following enum and attribute types to demonstrate specification encodings: class AttrAttribute : Attribute { public AttrAttribute() {} public AttrAttribute(Type[] tArray) {} public AttrAttribute(object o) {} public AttrAttribute(MyEnum e) {} public AttrAttribute(ushort x, int y) {} public AttrAttribute(string str, Type type1, Type type2) {} public int Prop1 { get; set; } public object Prop2 { get; set; } public object[] ObjectArray; } enum MyEnum : int { Val1 = 1, Val2 = 2 } Now, some examples: Here, the the specification binds to the (ushort, int) attribute constructor, with fixed args only. The specification blob starts off with a prolog, followed by the two constructor arguments, then the number of named arguments (zero): [Attr(42, 84)] 0x0001 0x002a 0x00000054 0x0000 An example of string and type encoding: [Attr("MyString", typeof(Array), typeof(System.Windows.Forms.Form))] 0x0001 "MyString" "System.Array" "System.Windows.Forms.Form, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" 0x0000 As you can see, the full assembly specification of a type is only needed if the type isn't in the current assembly or mscorlib. Note, however, that the C# compiler currently chooses to fully-qualify mscorlib types anyway. An object argument (this binds to the object attribute constructor), and two named arguments (a null string is represented by 0xff and the empty string by 0x00) [Attr((ushort)40, Prop1 = 12, Prop2 = "")] 0x0001 U2 0x0028 0x0002 0x54 I4 "Prop1" 0x0000000c 0x54 0x51 "Prop2" STRING 0x00 Right, more complicated now. A type array as a fixed argument: [Attr(new[] { typeof(string), typeof(object) })] 0x0001 0x00000002 // the number of elements "System.String" "System.Object" 0x0000 An enum value, which is simply represented using the underlying value. The CLR works out that it's an enum using information in the attribute constructor signature: [Attr(MyEnum.Val1)] 0x0001 0x00000001 0x0000 And finally, a null array, and an object array as a named argument: [Attr((Type[])null, ObjectArray = new object[] { (byte)2, typeof(decimal), null, MyEnum.Val2 })] 0x0001 0xffffffff 0x0001 0x53 SZARRAY 0x51 "ObjectArray" 0x00000004 U1 0x02 0x50 "System.Decimal" STRING 0xff 0x55 "MyEnum" 0x00000002 As you'll notice, a null object is encoded as a null string value, and a null array is represented using a length of -1 (0xffffffff). How does this affect C#? So, we can now explain why the limits on attribute arguments are so strict in C#. Attribute specification blobs are limited to basic numbers, enums, types, and arrays. As you can see, this is because the raw CLR encoding can only accommodate those types. Special byte patterns have to be used to indicate object, string, Type, or enum values in named arguments; you can't specify an arbitary object type, as there isn't a generalised way of encoding the resulting value in the specification blob. In particular, decimal values can't be encoded, as it isn't a 'built-in' CLR type that has a native representation (you'll notice that decimal constants in C# programs are compiled as several integer arguments to DecimalConstantAttribute). Jagged arrays also aren't natively supported, although you can get around it by using an array as a value to an object argument: [Attr(new object[] { new object[] { new Type[] { typeof(string) } }, 42 })] Finally... Phew! That was a bit longer than I thought it would be. Custom attribute encodings are complicated! Hopefully this series has been an informative look at what exactly goes on inside a .NET assembly. In the next blog posts, I'll be carrying on with the 'Inside Red Gate' series.

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • Camera field of view: 3D projections & trigonometry

    - by Thomas O
    Okay, here goes. I have a camera at (Xc, Yc, Zc.) The Xc and Yc coordinates are latitude/longitude, and the Zc coordinate is an altitude in metres. I have a point at (Xp, Yp, Zp) and a field of view on the camera (Th1, Th2) - where Th1 is horizontal FOV and Th2 is vertical FOV. Given this information, I'd like to: test if the point is visible (i.e. in the camera's FOV) project the point as the camera would see it I've figured out already that the camera's horizontal view at any given distance is tan(Th1) * distance, but I don't know how to test if the point is visible. Accuracy is not critical. I would prefer a simple solution over a complicated solution, if it works well enough. The computations will be performed by a small microcontroller, which isn't very fast at things like trig functions. P.S. this is not homework, I'm doing this for some game development. It will be integrated with the real world, hence the latitude/longitude/altitude. It involves flying real RC planes through virtual hoops (or chasing virtual targets), so I have to project the positions of these hoops on a display.

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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • Apache2 + Php + Pthreads HowTos

    - by Drug
    04 LTS 64 bit. What I would really love to do is sudo apt-get install libapache2-mod-php5 but compile PHP with --enable-maintainer-zts so I could later install pthreads with pecl install pthreads. Sadly I understand that it is not possible. I know that the easiest way is to recompile PHP together with apache support and zts. However I really like the way the standard Ubuntu PHP package is configured and I am used to the path`s for CLI php.ini config, Apache php.ini config and other paths for modules and files that this Ubuntu package defines. So i just want to change the package source a little bit and install it. # Get the stuff necessary to build the package sudo apt-get build-dep php5-common # Get the package source sudo apt-get source php5-common At this point I am getting sources not for the php5-common package but the whole php5 package. If I would sudo make && make install at this point, would it mean that I am installing a lot of unnecessary stuff? # Add configuration options ./configure --enable-maintainer-zts Does this mean that I am appending a configuration option? Or am I generating a whole new config? Alternative at this point Is there a way of getting the config options that this package defines, so that I can grab a php source from php.net and compile it with $ ./configure --prefix=package_prefix \ // Option 1 from package --enable-embed \ // Option 2 from package --with-regex=php \ // Option 3 from package Continuing the main idea ... Solution 1 # Compile (Not compiling) sudo make && make install Will I be building PHP with EVERYTHING at this point? If I compile like this, I will not be able to remove the mess I made using sudo apt-get purge php5? Solution 2 # ReCompile the package dpkg-buildpackage -rfakeroot -uc -b This does not compile also. Please correct my steps, so I can install everything correctly.

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  • Good, secure video chat program

    - by wag2639
    I'm looking for something similar to skype but basically just for me to video chat with my girlfriend. Skype has been kind of buggy lately with its recent iterations and doesn't seem to be progressing as much as when it was with its previous backers. Are there any good, secure video chat programs? Something that customizable and lets you choose framerate vs pixelation and is generally secure (I don't care if the NSA can tap it but no one else, especially over unencrypted wifi's). Open source is preferred but not required. Free or really really cheap is practically required. Also, since this is point to point, an i am a power user (and my gf as well), it can involve some manual setup to establish a point-to-point link. Any suggestions, Thanks.

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  • Cisco, How to do a subnetting scheme using VLSM and RIP-2?

    - by Andrei T. Ursan
    I'm studying for my CCNA exam and I have to create a VLSM scheme using RIP-2 for the following requirements: (this is an exercise) Use the class C network 192.168.1.0 network for your point-to-point connections Using the Class A network 10.0.0.0, plan for the following number of hosts in each location: New York: 1000 Chicago: 500 Los Angeles: 1000 On the LAN and point-to-point connections, select subnet masks that use the smallest ranges of IP addresses possible given the above requirements. In all cases, use the lowest possible subnet numbers. Subnet zero is allowed. My guess is the following: New York: S0/0 192.168.1.1 /24 Fa0/0 10.1.0.1 netmask 255.255.248.0 - because we need 1000 hosts Chicago: S0/0 192.168.1.2 /24 Fa0/0 10.2.0.1 netmask 255.255.252.0 (for 500 hosts) Los Angeles: S0/0 192.168.2.3 /24 Fa0/0 10.3.0.1 netmask 255.255.248.0 (for 1000 hosts) Is this a good configuration? I'm reading the CCNA book but not everything is very clear, so I said to do some exercises... Thank you!

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  • How to create a thread in XNA for pathfinding?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work? Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • Why cant i install ANY operating system??

    - by Ranhiru
    I tested the memory and i tested the hard disk and everything is fine! Mini XP booted from Hirens Boot Disk works :( I tried Windows 7, Windows XP SP3 and even Ubuntu 10.04 :( All Operating Systems boots up to the point where they can load necessary files to start the OS and then resets the laptop Windows 7, only up to the point where the Windows Loading Animation is happening Ubuntu, only up to the point where the loading is done, shows a small screen and then goes to a blinking cursor and thats it... it keeps on blinking and sometimes resets the computer Windows XP SP3, loads all the drivers and everything and then the point where i should be able install the OS, it simply resets the laptop :( I have used the word reset instead of restart because the laptop completely turns off and then only turns back in Any solutions would be greatly appreciated

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  • Applications: Some more marble fun!

    - by TechTwaddle
    Well, yesterday night I was watching a tutorial on XNA when I came across this neat little trick. It was a simple XNA application with a Windows Phone logo in it and whenever the user clicked on the device the logo would move towards the click point, and I couldn't resist experimenting with the marble (; The code is written in C# using CF3.5. Here is a video of the demo,   You probably noticed that the motion of the marble towards the click point (destination) is not linear. The marble starts off with a high velocity and slows down as it reaches its destination. This is achieved by making the speed of the marble a function of the distance between marble's current position and the destination, so as the marble approaches the destination point, the distance between them reduces and so does the speed, until it becomes zero. More on the code and the logic behind it in the next post. What I'd like to do next is, instead of making the marble stop at the click point, it should continue to move beyond it, bounce around the screen a few times and eventually come to a stop after a while. Let's see how that goes.

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  • how to use opengl blend mode/functions to brighten/darken a texture.

    - by Jigar
    Tried this code, but the texture didnot get any lighter. try { texture = TextureLoader.getTexture("png", Game.class.getResourceAsStream("/brick.png"), true, GL_NEAREST); } catch (IOException e) { e.printStackTrace(); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA); GL14.glBlendColor(1.0f, 1.0f, 1.0f, 0.5f); glColor4f(1, 1, 1, 0.5f); GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads // Front Face GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Point 2 (Front) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Point 3 (Front) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front) glEnd();

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  • Create a thread in xna Update method to find path?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work. Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • How can I improve my isometric tile-picking algorithm?

    - by Cypher
    I've spent the last few days researching isometric tile-picking algorithms (converting screen-coordinates to tile-coordinates), and have obviously found a lot of the math beyond my grasp. I have come fairly close and what I have is workable, but I would like to improve on this algorithm as it's a little off and seems to pick down and to the right of the mouse pointer. I've uploaded a video to help visualize the current implementation: http://youtu.be/EqwWcq1zuaM My isometric rendering algorithm is based on what is found at this stackoverflow question's answer, with the exception that my x and y axis' are inverted (x increased down-right, while y increased up-right). Here is where I am converting from screen to tiles: // these next few lines convert the mouse pointer position from screen // coordinates to tile-grid coordinates. cameraOffset captures the current // mouse location and takes into consideration the camera's position on screen. System.Drawing.Point cameraOffset = new System.Drawing.Point( 0, 0 ); cameraOffset.X = mouseLocation.X + (int)camera.Left; cameraOffset.Y = ( mouseLocation.Y + (int)camera.Top ); // the camera-aware mouse coordinates are then further converted in an attempt // to select only the "tile" portion of the grid tiles, instead of the entire // rectangle. this algorithm gets close, but could use improvement. mouseTileLocation.X = ( cameraOffset.X + 2 * cameraOffset.Y ) / Global.TileWidth; mouseTileLocation.Y = -( ( 2 * cameraOffset.Y - cameraOffset.X ) / Global.TileWidth ); Things to make note of: mouseLocation is a System.Drawing.Point that represents the screen coordinates of the mouse pointer. cameraOffset is the screen position of the mouse pointer that includes the position of the game camera. mouseTileLocation is a System.Drawing.Point that is supposed to represent the tile coordinates of the mouse pointer. If you check out the above link to youtube, you'll notice that the picking algorithm is off a bit. How can I improve on this?

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  • Java : 2D Collision Detection

    - by neko
    I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed. The problem I'm having is how to adjust a player to obstacles when it collides. I'm referencing this link. The player sometime does not get adjusted to obstacles. Also, it sometimes stuck in obstacle guy after colliding. Here, the player and the obstacle are inheriting super class Sprite I can detect collision between the two rectangles and the point by ; public Point getSpriteCollision(Sprite sprite, double newX, double newY) { // set each rectangle Rectangle spriteRectA = new Rectangle( (int)getPosX(), (int)getPosY(), getWidth(), getHeight()); Rectangle spriteRectB = new Rectangle( (int)sprite.getPosX(), (int)sprite.getPosY(), sprite.getWidth(), sprite.getHeight()); // if a sprite is colliding with the other sprite if (spriteRectA.intersects(spriteRectB)){ System.out.println("Colliding"); return new Point((int)getPosX(), (int)getPosY()); } return null; } and to adjust sprites after a collision: // Update the sprite's conditions public void update() { // only the player is moving for simplicity // collision detection on x-axis (just x-axis collision detection at this moment) double newX = x + vx; // calculate the x-coordinate of sprite move Point sprite = getSpriteCollision(map.getSprite().get(1), newX, y);// collision coordinates (x,y) if (sprite == null) { // if the player is no colliding with obstacle guy x = newX; // move } else { // if collided if (vx > 0) { // if the player was moving from left to right x = (sprite.x - vx); // this works but a bit strange } else if (vx < 0) { x = (sprite.x + vx); // there's something wrong with this too } } vx=0; y+=vy; vy=0; } I think there is something wrong in update() but cannot fix it. Now I only have a collision with the player and an obstacle guy but in future, I'm planning to have more of them and making them all collide with each other. What would be a good way to do it? Thanks in advance.

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  • What to do when TDD tests reveal new functionality that is needed that also needs tests?

    - by Joshua Harris
    What do you do when you are writing a test and you get to the point where you need to make the test pass and you realize that you need an additional piece of functionality that should be separated into its own function? That new function needs to be tested as well, but the TDD cycle says to Make a test fail, make it pass then refactor. If I am on the step where I am trying to make my test pass I'm not supposed to go off and start another failing test to test the new functionality that I need to implement. For example, I am writing a point class that has a function WillCollideWith(LineSegment): public class Point { // Point data and constructor ... public bool CollidesWithLine(LineSegment lineSegment) { Vector PointEndOfMovement = new Vector(Position.X + Velocity.X, Position.Y + Velocity.Y); LineSegment pointPath = new LineSegment(Position, PointEndOfMovement); if (lineSegment.Intersects(pointPath)) return true; return false; } } I was writing a test for CollidesWithLine when I realized that I would need a LineSegment.Intersects(LineSegment) function. But, should I just stop what I am doing on my test cycle to go create this new functionality? That seems to break the "Red, Green, Refactor" principle. Should I just write the code that detects that lineSegments Intersect inside of the CollidesWithLine function and refactor it after it is working? That would work in this case since I can access the data from LineSegment, but what about in cases where that kind of data is private?

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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