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  • targeting sprites from a method in the document class - null object reference

    - by Freddyk
    Hi I am trying to code a flash app entirely in the document class. I am using GestureWorks with a touch screen. When a user essentially presses a button it calls a method that should hide a specific graphic but not the graphic they touched. Essentially I need a way to refer to a graphic on the screen using a method besides 'e.target'. //This code works because it can access 'e.target'. private function photo1SpriteFlickHandler(e:GestureEvent):void { var openTween:Tween = new Tween(e.target, "x", Strong.easeOut, 232, 970, 5, true); } //this code gives me a null object reference because I am using 'photo1Sprite' rather than 'e.target' private function photo1SpriteFlickHandler(e:GestureEvent):void { var openTween:Tween = new Tween(photo1Sprite, "x", Strong.easeOut, 232, 970, 5, true); } //photo1Sprite has already been programatically added to the screen as so: var photo1Sprite = new TouchSprite(); var photo1Loader=new Loader(); photo1Loader.load(new URLRequest("media/photos1/photo1.jpg")); photo1Loader.contentLoaderInfo.addEventListener(Event.COMPLETE,loaderComplete); photo1Sprite.x = 232; photo1Sprite.y = 538; photo1Sprite.scaleX = .3; photo1Sprite.scaleY = .3; photo1Sprite.blobContainerEnabled = true; photo1Sprite.addEventListener(TouchEvent.TOUCH_DOWN, startDrag_Press); photo1Sprite.addEventListener(TouchEvent.TOUCH_UP, stopDrag_Release); photo1Sprite.addChild(photo1Loader); addChild(photo1Sprite); So I can make photo1Sprite react if my method is attached to it directly using 'e.target' but not if I am trying to call it from a method that was called from another element on the screen.

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  • jquery not running from <body> [closed]

    - by Andre
    I'm calling a function that's loaded in custom js file in the header. my.js has $(document).ready(function(){ function testFunction(){ alert("inside testfunction"); } }); after a few clicks, this is loaded in the : $("#someid").live($.myapp.event.play, function(event) { alert("this works"); testFunction(); }); the alert "this works", fires, but then nothing happens, what am I doing wrong?

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  • Rotate Body From Corner

    - by Siddharth
    I want to ask that how to rotate body from corner? movableBeam.getBeamBody().setTransform(movableBeam.getBeamBody().getPosition(), angle); The above line of code rotate the beam from center that I want rotate from one of the conner. Any member please help me. EDIT : float beamCenterX = movableBeam.getX() + movableBeam.getWidth() / 2f; float beamCenterY = movableBeam.getY() + movableBeam.getHeight() / 2f; float cornerOffsetX = movableBeam.getX() - beamCenterX; float cornerOffsetY = movableBeam.getY() - beamCenterY; float bodyAngle = (float) Math.atan2(cornerOffsetY, cornerOffsetX); float newAngle = imageAngle + bodyAngle; float newCornerOffsetX = (float) Math.cos(Math .toDegrees(newAngle)); float newCornerOffsetY = (float) Math.sin(Math .toDegrees(newAngle)); cornerOffsetX = movableBeam.getX() - movableBeam.getWidth() / 2f; cornerOffsetY = movableBeam.getY() - movableBeam.getHeight() / 2f; Vector2 postion = new Vector2( (newCornerOffsetX - cornerOffsetX + movableBeam.getX()) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (newCornerOffsetY - cornerOffsetY + movableBeam.getY()) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); movableBeam.getBeamBody().setTransform(postion, newAngle);

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  • Free Document/Content Management System Using SharePoint 2010

    - by KunaalKapoor
    That’s right, it’s true. You can use the free version of SharePoint 2010 to meet your document and content management needs and even run your public facing website or an internal knowledge bank.  SharePoint Foundation 2010 is free. It may not have all the features that you get in the enterprise license but it still has enough to cater to your needs to build a document management system and replace age old file shares or folders. I’ve built a dozen content management sites for internal and public use exploiting SharePoint. There are hundreds of web content management systems out there (see CMS Matrix).  On one hand we have commercial platforms like SharePoint, SiteCore, and Ektron etc. which are the most frequently used and on the other hand there are free options like WordPress, Drupal, Joomla, and Plone etc. which are pretty common popular as well. But I would be very surprised if anyone was able to find a single CMS platform that is all things to all people. Infact not a lot of people consider SharePoint’s free version under the free CMS side but its high time organizations benefit from this. Through this blog post I wanted to present SharePoint Foundation as an option for running a FREE CMS platform. Even if you knew that there is a free version of SharePoint, what most people don’t realize is that SharePoint Foundation is a great option for running web sites of all kinds – not just team sites. It is a great option for many reasons, but in reality it is supported by Microsoft, and above all it is FREE (yay!), and it is extremely easy to get started.  From a functionality perspective – it’s hard to beat SharePoint. Even the free version, SharePoint Foundation, offers simple data connectivity (through BCS), cross browser support, accessibility, support for Office Web Apps, blogs, wikis, templates, document support, health analyzer, support for presence, and MUCH more.I often get asked: “Can I use SharePoint 2010 as a document management system?” The answer really depends on ·          What are your specific requirements? ·          What systems you currently have in place for managing documents. ·          And of course how much money you have J Benefits? Not many large organizations have benefited from SharePoint yet. For some it has been an IT project to see what they can achieve with it, for others it has been used as a collaborative platform or in many cases an extended intranet. SharePoint 2010 has changed the game slightly as the improvements that Microsoft have made have been noted by organizations, and we are seeing a lot of companies starting to build specific business applications using SharePoint as the basis, and nearly every business process will require documents at some stage. If you require a document management system and have SharePoint in place then it can be a relatively straight forward decision to use SharePoint, as long as you have reviewed the considerations just discussed. The collaborative nature of SharePoint 2010 is also a massive advantage, as specific departmental or project sites can be created quickly and easily that allow workers to interact in a variety of different ways using one source of information.  This also benefits an organization with regards to how they manage the knowledge that they have, as if all of their information is in one source then it is naturally easier to search and manage. Is SharePoint right for your organization? As just discussed, this can only be determined after defining your requirements and also planning a longer term strategy for how you will manage your documents and information. A key factor to look at is how the users would interact with the system and how much value would it get for your organization. The amount of data and documents that organizations are creating is increasing rapidly each year. Therefore the ability to archive this information, whilst keeping the ability to know what you have and where it is, is vital to any organizations management of their information life cycle. SharePoint is best used for the initial life of business documents where they need to be referenced and accessed after time. It is often beneficial to archive these to overcome for storage and performance issues. FREE CMS – SharePoint, Really? In order to show some of the completely of what comes with this free version of SharePoint 2010, I thought it would make sense to use Wikipedia (since every one trusts it as a credible source). Wikipedia shows that a web content management system typically has the following components: Document Management:   -       CMS software may provide a means of managing the life cycle of a document from initial creation time, through revisions, publication, archive, and document destruction. SharePoint is king when it comes to document management.  Version history, exclusive check-out, security, publication, workflow, and so much more.  Content Virtualization:   -       CMS software may provide a means of allowing each user to work within a virtual copy of the entire Web site, document set, and/or code base. This enables changes to multiple interdependent resources to be viewed and/or executed in-context prior to submission. Through the use of versioning, each content manager can preview, publish, and roll-back content of pages, wiki entries, blog posts, documents, or any other type of content stored in SharePoint.  The idea of each user having an entire copy of the website virtualized is a bit odd to me – not sure why anyone would need that for anything but the simplest of websites. Automated Templates:   -       Create standard output templates that can be automatically applied to new and existing content, allowing the appearance of all content to be changed from one central place. Through the use of Master Pages and Themes, SharePoint provides the ability to change the entire look and feel of site.  Of course, the older brother version of SharePoint – SharePoint Server 2010 – also introduces the concept of Page Layouts which allows page template level customization and even switching the layout of an individual page using different page templates.  I think many organizations really think they want this but rarely end up using this bit of functionality.  Easy Edits:   -       Once content is separated from the visual presentation of a site, it usually becomes much easier and quicker to edit and manipulate. Most WCMS software includes WYSIWYG editing tools allowing non-technical individuals to create and edit content. This is probably easier described with a screen cap of a vanilla SharePoint Foundation page in edit mode.  Notice the page editing toolbar, the multiple layout options…  It’s actually easier to use than Microsoft Word. Workflow management: -       Workflow is the process of creating cycles of sequential and parallel tasks that must be accomplished in the CMS. For example, a content creator can submit a story, but it is not published until the copy editor cleans it up and the editor-in-chief approves it. Workflow, it’s in there. In fact, the same workflow engine is running under SharePoint Foundation that is running under the other versions of SharePoint.  The primary difference is that with SharePoint Foundation – you need to configure the workflows yourself.   Web Standards: -       Active WCMS software usually receives regular updates that include new feature sets and keep the system up to current web standards. SharePoint is in the fourth major iteration under Microsoft with the 2010 release.  In addition to the innovation that Microsoft continuously adds, you have the entire global ecosystem available. Scalable Expansion:   -       Available in most modern WCMSs is the ability to expand a single implementation (one installation on one server) across multiple domains. SharePoint Foundation can run multiple sites using multiple URLs on a single server install.  Even more powerful, SharePoint Foundation is scalable and can be part of a multi-server farm to ensure that it will handle any amount of traffic that can be thrown at it. Delegation & Security:  -       Some CMS software allows for various user groups to have limited privileges over specific content on the website, spreading out the responsibility of content management. SharePoint Foundation provides very granular security capabilities. Read @ http://msdn.microsoft.com/en-us/library/ee537811.aspx Content Syndication:  -       CMS software often assists in content distribution by generating RSS and Atom data feeds to other systems. They may also e-mail users when updates are available as part of the workflow process. SharePoint Foundation nails it.  With RSS syndication and email alerts available out of the box, content syndication is already in the platform. Multilingual Support: -       Ability to display content in multiple languages. SharePoint Foundation 2010 supports more than 40 languages. Read More Read more @ http://msdn.microsoft.com/en-us/library/dd776256(v=office.12).aspxYou can download the free version from http://www.microsoft.com/en-us/download/details.aspx?id=5970

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  • Base on User Drawing Create Polygon Body as well Image

    - by Siddharth
    In my game, I want to provide a user with drawing feature. By free hand drawing user create a polygon shape. So in my game implementation I have to create body for all found vertices and I have to generate image based on that polygon shape. So my problem is how to create image that match the user provided vertices. In cocos2d I listen that there is an implementation of something like Image Masking. But I don't understand how that thing I implement in andengnine. Please provide any guidance on how to create image same as user generated polygon shape.

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  • Letting the user draw a Polygon Body and Image

    - by Siddharth
    In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices and generate an image based on that polygon shape. My problem is how to create an image that matches the user-provided vertices. I've heard that cocos2d has something called Image Masking. I don't understand how I could implement it in AndEngine. Could someone help?

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  • Why not use javascript handlers on the body element?

    - by disown
    As an answer to the question of 'How do you automatically set the focus to a textbox when a web page loads?', Espo suggests using <body onLoad="document.getElementById('<id>').focus();"> Ben Scheirman replies (without further explanation): Any javascript book will tell you not to put handlers on the body element like that Why would this be considered bad practice? In Espos answer, an 'override' problem is illustrated. Is this the only reason, or are there any other problems? Compatibility issues?

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  • How do I increase moving speed of body?

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? package com.badlogic.box2ddemo; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, 0.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • Scribd style document rendering on ASP.NET

    - by Mikos
    Hi, I have large documents (HTML or Text) (think legal documents/regulatory documents etc.) that need to made readable i.e. paged, with some rich-text markup, allowing user highlighting and annotation etc. I was thinking of using a Scribd style rendering or as on Secwatch.com (see here). Any thoughts how I can go about it? We are on ASP.NET.

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  • Sharepoint tools for document version control

    - by notnot
    Does anyone know of any tools for extending the functionality of Sharepoint's existing version control system for Office documents? It'd be great to be able to do branching/merging, or to store versions as "deltas" off the previous to cut down on storage used. Any suggestions at all would be helpful. Thanks in advance!

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  • Getting many files from a SharePoint Document Library the easy way

    - by Stacy Vicknair
    As an individual who does not use Internet Explorer as their primary browser, there is a great feature that you may never notice that allows you to easily copy files to and from a document library: the Open in Windows Explorer link. In browsers such as Chrome or Firefox this link may not appear. I know this isn’t a major groundbreaking feature, but it’s really easy to overlook and it’s worth knowing about, especially when you need to create a local copy of a full document library. In this quick blog we’ll go over how to access this feature in both SharePoint 2007 and 2010. First, make sure you are in Internet Explorer. These options may not show in other browsers. In SharePoint 2007, browse to the document library you would like to access then select Actions > Open with Windows Explorer. In SharePoint 2010, browse to the document library you would like to access then select Library Tools > Library > Open with Explorer from the ribbon.

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  • http-equiv=content-language alternative - the way of specifying document language

    - by tugberk
    Lots of web sites uses following meta tag to specify the default language of the document: <meta http-equiv="content-language" content="es-ES"> When I go to w3c site: http://www.w3.org/TR/2011/WD-html-markup-20110113/meta.http-equiv.content-language.html#meta.http-equiv.content-language I get this: Using the meta element to specify the document-wide default language is obsolete. Consider specifying the language on the root element instead. What is the way of specifying document language now?

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  • Should you document everything or just most?

    - by TheLQ
    It seems a bit of a controversial subject to document everything, including the "JavaBean" syntax of getters and setters for fields: People say its needlessly long and repetitive breaking DRY (don't repeat yourself), that the naming convention should explain everything, and it clutters code/documentation. Sometimes those arguments work. But other times, you end up with this: Above is common to open source projects that do boldly follow those principles. Your left with entirely useless documentation. That doesn't explain anything about whats going on underneath, the possible effects, or even what the expected value is (could it be null or never null? I don't know, the Javadoc doesn't tell me). So when should I document? Do I document everything even if it occasionally clutters code? Or do I document nothing since in my eyes its "obvious"?

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  • What is the recommended MongoDB schema for this quiz-engine scenario?

    - by hughesdan
    I'm working on a quiz engine for learning a foreign language. The engine shows users four images simultaneously and then plays an audio file. The user has to match the audio to the correct image. Below is my MongoDB document structure. Each document consists of an image file reference and an array of references to audio files that match that image. To generate a quiz instance I select four documents at random, show the images and then play one audio file from the four documents at random. The next step in my application development is to decide on the best document schema for storing user guesses. There are several requirements to consider: I need to be able to report statistics at a user level. For example, total correct answers, total guesses, mean accuracy, etc) I need to be able to query images based on the user's learning progress. For example, select 4 documents where guess count is 10 and accuracy is <=0.50. The schema needs to be optimized for fast quiz generation. The schema must not cause future scaling issues vis a vis document size. Assume 1mm users who make an average of 1000 guesses. Given all of this as background information, what would be the recommended schema? For example, would you store each guess in the Image document or perhaps in a User document (not shown) or a new document collection created for logging guesses? Would you recommend logging the raw guess data or would you pre-compute statistics by incrementing counters within the relevant document? Schema for Image Collection: _id "505bcc7a45c978be24000005" date 2012-09-21 02:10:02 UTC imageFileName "BD3E134A-C7B3-4405-9004-ED573DF477FE-29879-0000395CF1091601" random 0.26997075392864645 user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioFiles [ 0 { audioFileName "C3669719-9F0A-4EB5-A791-2C00486665ED-30305-000039A3FDA7DCD2" user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioLanguage "English" date 2012-09-22 01:15:04 UTC } 1 { audioFileName "C3669719-9F0A-4EB5-A791-2C00486665ED-30305-000039A3FDA7DCD2" user "2A8761E4-C13A-470E-A759-91432D61B6AF-25982-0000352D853511AF" audioLanguage "Spanish" date 2012-09-22 01:17:04 UTC } ]

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  • Patterns and conventions to document changes while developing

    - by Talysson
    Let's say I'm developing a second version of an API, and there's some changes in method names and so on from the previous version. What's a good way to document these changes ? I mean, is it better to document while changing (but, maybe, there will be more changes before the release, so I think it could be more work than necessary) or write down some topic and document after all the changes are done ?

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • Increase moving speed of body

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, -10.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); // ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • The Shift: how Orchard painlessly shifted to document storage, and how it’ll affect you

    - by Bertrand Le Roy
    We’ve known it all along. The storage for Orchard content items would be much more efficient using a document database than a relational one. Orchard content items are composed of parts that serialize naturally into infoset kinds of documents. Storing them as relational data like we’ve done so far was unnatural and requires the data for a single item to span multiple tables, related through 1-1 relationships. This means lots of joins in queries, and a great potential for Select N+1 problems. Document databases, unfortunately, are still a tough sell in many places that prefer the more familiar relational model. Being able to x-copy Orchard to hosters has also been a basic constraint in the design of Orchard. Combine those with the necessity at the time to run in medium trust, and with license compatibility issues, and you’ll find yourself with very few reasonable choices. So we went, a little reluctantly, for relational SQL stores, with the dream of one day transitioning to document storage. We have played for a while with the idea of building our own document storage on top of SQL databases, and Sébastien implemented something more than decent along those lines, but we had a better way all along that we didn’t notice until recently… In Orchard, there are fields, which are named properties that you can add dynamically to a content part. Because they are so dynamic, we have been storing them as XML into a column on the main content item table. This infoset storage and its associated API are fairly generic, but were only used for fields. The breakthrough was when Sébastien realized how this existing storage could give us the advantages of document storage with minimal changes, while continuing to use relational databases as the substrate. public bool CommercialPrices { get { return this.Retrieve(p => p.CommercialPrices); } set { this.Store(p => p.CommercialPrices, value); } } This code is very compact and efficient because the API can infer from the expression what the type and name of the property are. It is then able to do the proper conversions for you. For this code to work in a content part, there is no need for a record at all. This is particularly nice for site settings: one query on one table and you get everything you need. This shows how the existing infoset solves the data storage problem, but you still need to query. Well, for those properties that need to be filtered and sorted on, you can still use the current record-based relational system. This of course continues to work. We do however provide APIs that make it trivial to store into both record properties and the infoset storage in one operation: public double Price { get { return Retrieve(r => r.Price); } set { Store(r => r.Price, value); } } This code looks strikingly similar to the non-record case above. The difference is that it will manage both the infoset and the record-based storages. The call to the Store method will send the data in both places, keeping them in sync. The call to the Retrieve method does something even cooler: if the property you’re looking for exists in the infoset, it will return it, but if it doesn’t, it will automatically look into the record for it. And if that wasn’t cool enough, it will take that value from the record and store it into the infoset for the next time it’s required. This means that your data will start automagically migrating to infoset storage just by virtue of using the code above instead of the usual: public double Price { get { return Record.Price; } set { Record.Price = value; } } As your users browse the site, it will get faster and faster as Select N+1 issues will optimize themselves away. If you preferred, you could still have explicit migration code, but it really shouldn’t be necessary most of the time. If you do already have code using QueryHints to mitigate Select N+1 issues, you might want to reconsider those, as with the new system, you’ll want to avoid joins that you don’t need for filtering or sorting, further optimizing your queries. There are some rare cases where the storage of the property must be handled differently. Check out this string[] property on SearchSettingsPart for example: public string[] SearchedFields { get { return (Retrieve<string>("SearchedFields") ?? "") .Split(new[] {',', ' '}, StringSplitOptions.RemoveEmptyEntries); } set { Store("SearchedFields", String.Join(", ", value)); } } The array of strings is transformed by the property accessors into and from a comma-separated list stored in a string. The Retrieve and Store overloads used in this case are lower-level versions that explicitly specify the type and name of the attribute to retrieve or store. You may be wondering what this means for code or operations that look directly at the database tables instead of going through the new infoset APIs. Even if there is a record, the infoset version of the property will win if it exists, so it is necessary to keep the infoset up-to-date. It’s not very complicated, but definitely something to keep in mind. Here is what a product record looks like in Nwazet.Commerce for example: And here is the same data in the infoset: The infoset is stored in Orchard_Framework_ContentItemRecord or Orchard_Framework_ContentItemVersionRecord, depending on whether the content type is versionable or not. A good way to find what you’re looking for is to inspect the record table first, as it’s usually easier to read, and then get the item record of the same id. Here is the detailed XML document for this product: <Data> <ProductPart Inventory="40" Price="18" Sku="pi-camera-box" OutOfStockMessage="" AllowBackOrder="false" Weight="0.2" Size="" ShippingCost="null" IsDigital="false" /> <ProductAttributesPart Attributes="" /> <AutoroutePart DisplayAlias="camera-box" /> <TitlePart Title="Nwazet Pi Camera Box" /> <BodyPart Text="[...]" /> <CommonPart CreatedUtc="2013-09-10T00:39:00Z" PublishedUtc="2013-09-14T01:07:47Z" /> </Data> The data is neatly organized under each part. It is easy to see how that document is all you need to know about that content item, all in one table. If you want to modify that data directly in the database, you should be careful to do it in both the record table and the infoset in the content item record. In this configuration, the record is now nothing more than an index, and will only be used for sorting and filtering. Of course, it’s perfectly fine to mix record-backed properties and record-less properties on the same part. It really depends what you think must be sorted and filtered on. In turn, this potentially simplifies migrations considerably. So here it is, the great shift of Orchard to document storage, something that Orchard has been designed for all along, and that we were able to implement with a satisfying and surprising economy of resources. Expect this code to make its way into the 1.8 version of Orchard when that’s available.

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  • Microsoft Word Document Recovery seems unresolvable

    - by LarsTech
    We work on a server (Windows Server 2003 Enterprise) that a bunch of us developers remote in using Remote Desktop Connection, and now every "other" time I open up word I get this Document Recovery pane: As you can see, "Delete" and "Show Repairs" are disabled (I don't think this is my document). "Open" or "Save As" works, but it never marks this document recovered, it just keeps coming up every "other" time I open up word. I don't even care about this document. How can I remove this document from the list so that it doesn't come up anymore? Update: As per Moab's comment, I had the user delete the file. But the Document Recovery still shows up with that item every other time Word is opened. The only difference now is that clicking on "Open" produces this (obvious) message: How can I clear this list? BTW, the user that owned this document was never getting the Document Recovery pane.

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  • Browsers disagree about the text of a body element

    - by Charles Anderson
    My HTML looks like this: <html> <head> <title>Test</title> <script type="text/javascript" src="jQuery.js"></script> <script type="text/javascript"> function init() { var text = jQuery('body').text(); alert('length = ' + text.length); } </script> </head> <body onload="init()">0123456789</body> </html> When I load this in Firefox, the length is reported as 10. However, in Chrome it's 11 because it thinks there's a linefeed after the '9'. In IE it's also 11, but the last character is an escape. Meanwhile, Opera thinks there are 12 characters, with the last two being CR LF. If I change the body element to include a span: <body onload="init()"><span>0123456789</span></body> and the jQuery call to: var text = jQuery('body span').text(); then all the browsers agree that the length is 10. Clearly it's the body element that's causing the issue, but can anyone explain exactly why this is happening? I'm particularly surprised because the excellent jQuery is normally browser-independent.

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