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  • Time passage arithmetic explanation

    - by Cyber Axe
    I ported this from http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5 some time ago. However i'm now wanting to modify it for the purpose of changing it from floating point to fixed point maths for enhanced efficiency (for those who are going to talk about premature optimization and what not, i want to have my entire engine in fixed point both as a learning process for me and so i can port code more easily to systems in the future that dont have native floating points such as arm cpus) My initial conversion to fixed points just resulted in the cycling stuck on either the first or last frame of cycling. Plus it would be nice to understand better how it works so i can add more options and so forth in the future, my maths however sucks and the comments are limited so i don't really know how the maths work for determining the frame it shoud use (cycleAmount) I was also a beginner when i ported it as i had no idea between floating points and integers and what not. So in summary my question is, can anyone give an explination of the arithmatic used for determining the cycleAmount (which determings the "frame" of the cycle) This is the working floating point maths version of the code: public final void cycle(Colour[] sourceColours, double timeNow, double speedAdjust) { // Cycle all animated colour ranges in palette based on timestamp. sourceColours = sourceColours.clone(); int cycleSize; double cycleRate; double cycleAmount; Cycle cycle; for (int i = 0, len = cycles.length; i < len; ++i) { cycle = cycles[i]; cycleSize = (cycle.HIGH - cycle.LOW) + 1; cycleRate = cycle.RATE / (int) (CYCLE_SPEED / speedAdjust); cycleAmount = 0; if (cycle.REVERSE < 3) { // Standard Cycle cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); if (cycle.REVERSE < 1) { cycleAmount = cycleSize - cycleAmount; // If below 1 make sure its not reversed. } } else if (cycle.REVERSE == 3) { // Ping-Pong cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize << 1); if (cycleAmount >= cycleSize) { cycleAmount = (cycleSize * 2) - cycleAmount; } } else if (cycle.REVERSE < 6) { // Sine Wave cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); cycleAmount = Math.sin((cycleAmount * 3.1415926 * 2) / cycleSize) + 1; if (cycle.REVERSE == 4) { cycleAmount *= (cycleSize / 4); } else if (cycle.REVERSE == 5) { cycleAmount *= (cycleSize >> 1); } } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } if (USE_BLEND_SHIFT) { blendShiftColours(sourceColours, cycle, cycleAmount); } else { shiftColours(sourceColours, cycle, cycleAmount); } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } } colours = sourceColours; } // This utility function allows for variable precision floating point modulus. private double DFLOAT_MOD(final double d, final double b) { return (Math.floor(d * PRECISION) % Math.floor(b * PRECISION)) / PRECISION; }

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  • How can I solve this SAT edge case?

    - by ssb
    I have an SAT implementation that basically works, and the fact that it works is what's giving me a few headaches. Basically there are some situations where using the SAT doesn't quite give me my intended result. One of these involves movement across multiple collision objects. Or to put it another way, if I have several collision boxes lined up next to each other such as to create something like a wall or a floor, movement along that surface while constantly applying force into that surface sometimes causes hangups, i.e. the player stops moving. This illustration shows what I mean: The 2 boxes on the bottom represent a floor, and the box on top/in the middle represents what my player is doing. There are several squares lined up as world obstacles to create some kind of wall, and if I move to the left across this surface while holding the down key then the issue arises. It only happens at the exact dividing point between two blocks. It only happens when moving to the left. At any rate I think I know why it happens, but I don't know how to solve it. Basically when I update my player movement I consider which directions are pressed, naturally, so if down is pressed I will add the speed to the Y component, and so on. But due to the way my SAT is implemented, when the penetration into the shape is the same from both sides it just goes with the smallest axis that it finds first, and it checks collisions against objects in the order that they were created because it goes through a foreach loop on the list of collidable objects. So this all adds up to the effect of if I'm moving to the left over a series of boxes while holding down, it will resolve me back to the right out of the first box and then up out of the box to the right of it, and this continues as long as the penetration is the same. The odd part is that this doesn't happen every time, which I am going to attribute to some oddity regarding multiplying velocity by the game time and causing some minor discrepancies between the lengths. Ultimately what this boils down to is that it will keep resolving me to the right and up, but this is technically expected behavior. All the solutions I can think of only address the symptoms of this problem and not the actual cause, such as not using many blocks to create walls or shapes, which is an option I'd like to keep open. I could also change which axis my algorithm defaults to, but that would just cause problems when going up/down along the walls. What can I do to fix this?

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  • Is the Joel Test really a good gauging tool?

    - by henry
    I just learned about the Joel Test. I have been computer programmer for 22 years, but somehow I never heard about it before. I consider my best job so far to be this small investment managing company with 30 employees and only three people in the IT department. I am no longer with them, but I had being working there for five years – my longest streak with any given company. To my surprise they scored extremely poor on the Joel Test. The only two questions I would answer “yes” are #4: Do you have a bug database? And #9: Do you use the best tools money can buy? Everything else is either “sometimes” or straight “no”. Here is what I liked about the company however: Good pay. They bragged about it to my face, and I bragged about it to their face, so it was almost like a family environment. I always knew the big picture. When writing code to solve a particular problem there were no ambiguity about the business nature of that problem. Even though we did not always had written specifications we could ask business users a question anytime, often yelling it across the floor. I could even talk to executives any time I felt like doing it: no appointment necessary. Immediate feedback. Once we implement a solution and make business users happy they immediately let us know that, we (programmers) become heroes of the moment. No red tape. I could always buy any tools I deemed necessary, and design solutions the way my professional judgment dictates. Flexibility. If I had mid-day dental appointment that is near my house rather than near the office, I would send email to the company: "FYI: I work from home today". As long as one of three IT guys was on the floor (to help traders in case their monitors go dark) they did not care where two others were. So the question thus becomes: How valuable is the Joel Test? Why bother with it?

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  • x axis detection issues platformer starter kit

    - by dbomb101
    I've come across a problem with the collision detection code in the platformer starter kit for xna.It will send up the impassible flag on the x axis despite being nowhere near a wall in either direction on the x axis, could someone could tell me why this happens ? Here is the collision method. /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, TileCollision collision = Level.GetCollision(x, y); if (collision != TileCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == TileCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == TileCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } //This is the section which deals with collision on the x-axis else if (collision == TileCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; }

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • SQL Server Backup Questions We Were Too Shy to Ask

    During presentations about doing database backups and restores, there seem to be two two types of questions that are commonly asked, Those that come from the floor during the presentation, and those that are asked in private afterwards. These are sometimes more interesting, and challenging to answer well. "It's the freaking iPhone of SQL monitoring""Everyone just gets it… that has tremendous value" - Rob Sullivan, DBA, IdeasRun. Get started with SQL Monitor today - download a free trial.

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  • Wi-Fi triangulation using android smartphone

    - by user1887020
    How to make application for wifi triangulation using android platform? This project will be implemented inside the building. No GPS needed. Just using wifi only and doing triangulation to get the current position of the user inside the building. I got minimum 3 access point to implement it. But how to start code in android and integrate triangulation inside android coding? I got the algorithm to do it.. but is there any chance that I can get it done? Because this project is actually want to replace the floor directory board into a smartphone floor directory so that user can find their way to their room for example to the lab. public class Triangulation { public Triangulation() { int dist_1, dist_2, dist_3; //variable for the distances int x1, x2, x3; //coordinates of x int y1, y2, y3; //coordinates of y int final_dist1, final_dist2; //final distance after calc dist_1 = 1; dist_2 = 2; dist_3 = 3; x1 = 5; //test inputs x2 = 2; x3 = 4; y1 = 2; y2 = 2; y3 = 5; final_dist1 = ((dist_1 * dist_1) - (dist_2 * dist_2) – (x1 * x1) + (x2 * x2) - (y1 * y1) + (y2 * y2)) / 2; final_dist2 = ((dist_2 * dist_2) - (dist_3 * dist_3) – (x2 * x2) + (x3 * x3) - (y2 * y2) + (y3 * y3)) / 2; initial_a1 = x1 - x2; initial_a2 = x2 - x3; initial_b1 = y1 - y2; initial_b2 = y2 - y3; //-----------------------STEP 1-------------------------------------- int a1 = initial_a1 / initial_a1; int a2 = initial_a2 / initial_a1; int b1 = initial_b1 / initial_a1; int b2 = initial_b2 / initial_a1; final_dist1 /= initial_a1; final_dist2 /= initial_a1; //-----------------------STEP 2-------------------------------------- a2 = a2 -a2; final_dist2 = -(initial_a2) * final_dist1 + final_dist2; //-----------------------STEP 3-------------------------------------- a2 /= b2; final_dist2 = final_dist2 / b2; b2 /= b2; //-------------------------STEP 4----------------------------------- b1 = b1 - b1; final_dist1 = -(initial_b1) * final_dist2 + final_dist1; } }

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Is it a good plan to use 2D physics for a 3D racing game?

    - by user3195897
    I am working on a 3D racing game using SDL and OpenGL. I thought it would be easier to use a 2D physics engine, since I really don't need the 3rd dimension. There will be no flying cars or jumps, they will just be stuck to the floor, so I would use 2D colliders and that things to simulate collisions in a plane but render the actual game from a 3D perspective. So the real question is: is it possible, is it a dumb idea, what else can I do?

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  • How to obtain a random sub-datatable from another data table

    - by developerit
    Introduction In this article, I’ll show how to get a random subset of data from a DataTable. This is useful when you already have queries that are filtered correctly but returns all the rows. Analysis I came across this situation when I wanted to display a random tag cloud. I already had the query to get the keywords ordered by number of clicks and I wanted to created a tag cloud. Tags that are the most popular should have more chance to get picked and should be displayed larger than less popular ones. Implementation In this code snippet, there is everything you need. ' Min size, in pixel for the tag Private Const MIN_FONT_SIZE As Integer = 9 ' Max size, in pixel for the tag Private Const MAX_FONT_SIZE As Integer = 14 ' Basic function that retreives Tags from a DataBase Public Shared Function GetTags() As MediasTagsDataTable ' Simple call to the TableAdapter, to get the Tags ordered by number of clicks Dim dt As MediasTagsDataTable = taMediasTags.GetDataValide ' If the query returned no result, return an empty DataTable If dt Is Nothing OrElse dt.Rows.Count < 1 Then Return New MediasTagsDataTable End If ' Set the font-size of the group of data ' We are dividing our results into sub set, according to their number of clicks ' Example: 10 results -> [0,2] will get font size 9, [3,5] will get font size 10, [6,8] wil get 11, ... ' This is the number of elements in one group Dim groupLenth As Integer = CType(Math.Floor(dt.Rows.Count / (MAX_FONT_SIZE - MIN_FONT_SIZE)), Integer) ' Counter of elements in the same group Dim counter As Integer = 0 ' Counter of groups Dim groupCounter As Integer = 0 ' Loop througt the list For Each row As MediasTagsRow In dt ' Set the font-size in a custom column row.c_FontSize = MIN_FONT_SIZE + groupCounter ' Increment the counter counter += 1 ' If the group counter is less than the counter If groupLenth <= counter Then ' Start a new group counter = 0 groupCounter += 1 End If Next ' Return the new DataTable with font-size Return dt End Function ' Function that generate the random sub set Public Shared Function GetRandomSampleTags(ByVal KeyCount As Integer) As MediasTagsDataTable ' Get the data Dim dt As MediasTagsDataTable = GetTags() ' Create a new DataTable that will contains the random set Dim rep As MediasTagsDataTable = New MediasTagsDataTable ' Count the number of row in the new DataTable Dim count As Integer = 0 ' Random number generator Dim rand As New Random() While count < KeyCount Randomize() ' Pick a random row Dim r As Integer = rand.Next(0, dt.Rows.Count - 1) Dim tmpRow As MediasTagsRow = dt(r) ' Import it into the new DataTable rep.ImportRow(tmpRow) ' Remove it from the old one, to be sure not to pick it again dt.Rows.RemoveAt(r) ' Increment the counter count += 1 End While ' Return the new sub set Return rep End Function Pro’s This method is good because it doesn’t require much work to get it work fast. It is a good concept when you are working with small tables, let says less than 100 records. Con’s If you have more than 100 records, out of memory exception may occur since we are coping and duplicating rows. I would consider using a stored procedure instead.

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  • EXCEL generate a character in one column of a row, only if other columns in the same row are not bl

    - by Simon
    My speadsheet keeps track of when patients leave a specific floor of the hospital. There are columns in which where each patient goes is documented (1 column for "home", another column for "rehab facility", another for "other floor", etc.). Only when the patient leaves the hospital altogether does it count as a discharge, in which case the “discharge” column needs to have something in it. What formula can I use to generate, say, an "x" in the "discharge" column if certain "where they went" columns in the same row contain something, but not if there is nothing in any of them? Currently, to accomplish this I am using =IF(OR(M30,N30,O30,P30,Q30,R30,S30),"x") in row 3 of the "discharge" column (rows 1 and 2 are headings), and I have used "fill down" in all subsequent rows. To suppress the "FALSE" this formula yields when the condition is not true, I have applied conditonal formatting to the entire column that if the value=FALSE then the font is white (same colour as background). Is there a more efficient, elegant and idiot-proof way of doing this? The conditional formatting of text colour could potentially confuse everyone but the person who built the spreadsheet (me).

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  • Optimal Networking Setup for a 2-Story unit?

    - by user29336
    I am moving into a 4 bedroom two-story unit. It’s roughly 2,200 sq ft. I want absolute max throughput possible to be achieved in all focal points. We’re all in internet related industries. Between gaming and web-development latency and throughput are major factors for us. Here’s our main focal points: 1) Garage (office). downstairs 2) Each bedroom x4. upstairs 3) Living room. downstairs The fastest line we can get is Comcast 50mbdown/5up (Wideband). I am looking for the best way to achieve wireless and wired performance for our setup. Our gaming computers may be in our bedroom, and we also may bring it down to the office every now and then for “LAN” sessions. Most wireless will be happening downstairs with our laptops, but since we may do LAN sessions then hard wired latency may be important there too. My concerns: If we do only wireless there would be too much latency for gaming. I don’t know if placing one D-link DGL 4500 on the top floor would be enough; which I currently own. (http://dlink.com/us/en/home-solutions/support/product/dgl-4500-xtreme-n-gaming-router) As far as I’m aware wireless signals transfer best top down. Would this wireless router be enough on top floor and that’s it? My second strategy was a combination of wiring and wireless but I’m not sure what’s easiest way to do this? This is a place we’re renting, so I’m not sure how much leeway we have with wiring, but we’re all pretty competent... if we can’t drill through a wall we can probably “stitch” them across the edges wherever needed. Thoughts on the optimal way to do this?

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  • Suggestions on the best home server rack cabinet

    - by allentown
    I have a lot of gear in a colocation facility right now. Some of it is going to come home with me now. I do not know anything about the "rack mount" side of the industry. I lease a rack, and I put my stuff in it. I have a few 1U boxes, a few 2U boxes, and a few 4U boxes. 1U switch. One is a new Xserve, which means it is deep. I think I can get by with around 12U to 18U. I want to keep it as small as possible, since I do not have a lot of spare space at my home. I will not be able to bolt to the wall, floor etc, so it should not be tall. This is something I would love to more or less just be a box that sits on the floor but gives me the ability to mount nicely, do nice cable management etc. Are the "post" style racks junk? I am liking the open space, and the no limitations on depth of something like this: http://www.rackmountsolutions.net/images/products/Martin-relay-rack.jpg However, that thing is way too tall, and probably way too expensive. I am looking to be around $300.00 or less. More if I have to, though I would prefer not to. These look near perfect: (See comment for this link, the system will not let me post a second url) but I am worried the Xserve will not fit in it. If anyone has any good links, or website recommendations of good past experience, I would appreciate it. I am almost considering that I may be able to build something with random scraps of stuff at Home Depot as well.

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  • Running computer from separate room

    - by Dan
    I want my computer to be in the basement, but to use it on the first floor. Which cables should I run through the floor? Can some be wireless or other methods? Here are some of the options I've thought of: Basic: Run DVI, usb (mouse), usb (keyboard), and audio cable (4 cables) USB Hub option: Run DVI, and 1 usb, then using a usb hub split it into mouse, keyboard, maybe even audio (2-3 cables) HDMI Option: If I get a new video card and monitor that supports HDMI, would I be able to run both audio and video through it? Would the monitor have to have an audio out? Also there is a lot of extra bandwidth in the HDMI cables, could I send two monitors on 1 cable or would I have to use 2 cables? How about sending mouse/keyboard through the HDMI cable? I see a lot of monitors with USB hubs built in, but I assume I'd still have to wire HDMI + 1 USB cable to use the USB hubs? X Terminal Machine/Thin Client: I don't really know much about this option. Not sure if it would allow me to run graphics acceleration and watch movies, does anyone know more details about what this would allow me to do? Other options: Any other ways to do this? Can any of this be wireless?

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  • Inside Red Gate - The Office

    - by Simon Cooper
    The vast majority of Red Gate is on the first and second floors (the second and third floors in US parlance) of an office building in Cambridge Business Park (here we are!). As you can see, the building is split into three sections; the two wings, and the section between them. As well as being organisationally separate, the four divisions are also split up in the office; each division has it's own floor and wing, so everyone in the division is working together in the same area (.NET and DBA on the left, SQL Tools and New Business on the right). The non-divisional parts of the business share wings with the smaller divisions, again keeping each group together. The canteen One of the downsides of divisionalisation is that communication between people in different decisions is greatly reduced. This is where the canteen (aka the SQL Servery) comes in. Occupying most of the central section on the first floor, the canteen provides free cooked lunch every day, and is where everyone in the company gathers for lunch. The idea is to encourage communication between the divisions; having lunch with people in a different division you wouldn't otherwise talk to helps people keep track of what's going on elsewhere in the company. (I'm still amazed at how the canteen staff provide a wide range of superbly cooked food for over 200 people out of a kitchen in which, if you were to swing a cat, it would get severe head injuries.). There's also table tennis and table football tables that anyone can use, provided you can grab them when they're free! Office layout Cubicles are practically unheard of in the UK, and no one, including the CEOs, has separate offices. The entire office is open-plan, as you can see in this youtube video from when we first moved in (although all the empty desks are now full!). Neil & Simon, instead of having dedicated offices, move between the different divisions every few months to keep up to date with what's going on around the company; sitting with a division gives you a much better overall impression of how the division's doing than written status reports from the division heads. There's also the usual plethora of meeting rooms scattered around the place; when we first moved in in 2009 we had a competition to name them all. We've got Afoxalypse A & B, Seagulls A & B, Traffic Jam, Thinking Hats, Camelids A & B, Horses, etc. All the meeting rooms have pictures on the walls corresponding to their theme, which adds a nice bit of individuality to otherwise fairly drab meeting rooms. Generally, any meeting room can be booked by anyone at any time, although some groups have priority in certain rooms (Camelids B is used a lot for UX testing, the Interview Room is used for, well, interviews). And, as you can see from the video, each area has various pictures, post-its, notes, signs, on the walls to try and stop it being a dull office space. Yes, it's still an office, but it's designed to be as interesting and as individual as possible.

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • Spotlight on an office – Utrecht

    - by Maria Sandu
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} This time in our monthly topic, we have our spotlight on the brand new Oracle office in Utrecht, the Netherlands. About 35km south-east of Schiphol Airport and centrally located in the Netherlands, Oracle moved into the Facet building in March 2011. Facet is much more than an office building, it creates a work environment that relates to the ‘No Limits’ philosophy Oracle has in the Netherlands. “No Limits” means the building belongs to everyone. You choose the best place to work, based on the activities of that moment. To point this out, we currently have 1050 people working for Oracle Netherlands, and 623 workplaces. There is virtually no limit to where you can sit in our shiny new offices; we no longer have 'zoning', where departments own specific areas in the building, Even the Managing Director of Oracle Netherlands, does not have an office and he chooses a different working place every day. So make sure you are prepared when he is sitting next to you one day! If nobody has a fixed workplace, then you would think that finding a colleague could be tricky. Oracle uses CU (‘SeeYou’) which makes all of us easier to locate. Upon entering the building you receive a text stating where the greatest concentration of your buddies is sitting. Our internal messaging service also proves to be very valuable finding your colleagues. The heart of our building is the great RestOrant, with a very busy coffee bar. It offers an informal place for people to meet and is busy all day, not just at lunch time! The O-Bar in the atrium on the ground floor is also a very popular place to meet and drink tea or coffee and gives a breathtaking introduction to the office to any of our first time visitors. For a few minutes of relaxation during the working day, there are table tennis facilities and a Wii room on every floor! So if you are interested in joining Oracle in this Netherlands or anywhere else in EMEA, please have a look at http://campus.oracle.com for all of our latest vacancies and internships.

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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  • Spatial Rotation in Gmod Expression2.

    - by Fascia
    I'm using expression2 to program behavior in Garry's mod (http://wiki.garrysmod.com/?title=Wire_Expression2) Okay so, to set the precedent. In Gmod I have a block and I am at a complete loss of how to get it to rotate around the 3 up, down and right vectors (Which are local. ie; if I pitch it 45 degrees the forward vector is 0.707, 0.707, 0). Essentially, From the 3 vectors I'd like to be able to get local Pitch/Roll/Yaw. By Local Pitch Roll Yaw I mean that they are completely independent of one another allowing true 3d rotation. So for example; if I place my craft so its nose is parallel to the floor the X,Y,Z would be 0,0,0. If I turn it parallel to the floor (World and Local Yaw) 90 degrees it's now 0, 0, 90. If I then pitch it (World Roll, Local Pitch) it 180 degrees it's now 180, 0, 90. I've already explored quaternions however I don't believe I should post my code here as I think I was re-inventing the wheel. I know I didn't explain that well but I believe the problem is pretty generic. Any help anyone could offer is greatly appreciated. Oh, I'd like to avoid gimblelock too. Essentially calculating the rotation around each of the crafts up/forward/right vectors using the up/forward/right vectors. To simply the question a generic implementation rather than one specific to Gmod is absolutely fine.

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  • Javascript help fixing a working time ago date function to simply show seconds ago.

    - by Scarface
    Hey guys quick question, I am using a javascript function and it works except I can only make it say 0 seconds ago, when the time is under a minute. Can anyone quickly explain what I am doing wrong? function handleDate( timestamp ) { var n=new Date(), t, ago = " "; if( timestamp ) { t = Math.round( (n.getTime()/1000 - timestamp)/60 ); ago += handleSinceDateEndings( t, timestamp ); } else { ago += ""; } return ago; } function handleSinceDateEndings( t, original_timestamp ) { var ago = " ", date; if( t <= 1 ) { ago += t + " seconds ago"; } else if( t<60) { ago += t + " mins ago"; } else if( t>= 60 && t<= 120) { ago += Math.floor( t / 60 ) + " hour ago" } else if( t<1440 ) { //console.log(t) ago += Math.floor( t / 60 ) + " hours ago"; } else if( t< 2880) { ago += "1 day ago"; } else if( t > 2880 && t < 4320 ) { ago += "2 days ago"; } else { date = new Date( parseInt( original_timestamp )*1000 ) ago += months[ date.getMonth() ] + " " + date.getDate(); } return ago; } var months = ["January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"];

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  • Fuzzy Date algorithm in Objective-C

    - by Brock Woolf
    I would like to write a fuzzy date method for calculating dates in Objective-C for iPhone. There is a popular explanation here: http://stackoverflow.com/questions/11/how-do-i-calculate-relative-time However it contains missing arguments. How could this be used in Objective-C?. Thanks. const int SECOND = 1; const int MINUTE = 60 * SECOND; const int HOUR = 60 * MINUTE; const int DAY = 24 * HOUR; const int MONTH = 30 * DAY; if (delta < 1 * MINUTE) { return ts.Seconds == 1 ? "one second ago" : ts.Seconds + " seconds ago"; } if (delta < 2 * MINUTE) { return "a minute ago"; } if (delta < 45 * MINUTE) { return ts.Minutes + " minutes ago"; } if (delta < 90 * MINUTE) { return "an hour ago"; } if (delta < 24 * HOUR) { return ts.Hours + " hours ago"; } if (delta < 48 * HOUR) { return "yesterday"; } if (delta < 30 * DAY) { return ts.Days + " days ago"; } if (delta < 12 * MONTH) { int months = Convert.ToInt32(Math.Floor((double)ts.Days / 30)); return months <= 1 ? "one month ago" : months + " months ago"; } else { int years = Convert.ToInt32(Math.Floor((double)ts.Days / 365)); return years <= 1 ? "one year ago" : years + " years ago"; }

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  • How to get image's coordinate on JPanel

    - by Jessy
    This question is related to my previous question http://stackoverflow.com/questions/2376027/how-to-generate-cartesian-coordinate-x-y-from-gridbaglayout I have successfully get the coordinate of each pictures, however when I checked the coordinate through (System.out.println) and the placement of the images on the screen, it seems to be wrong. e.g. if on the screen it was obvious that the x point of the first picture is on cell 2 which is on coordinate of 20, but the program shows x=1. Here is part of the code: public Grid (){ setPreferredSize(new Dimension(600,600)); .... setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.BOTH; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myPics.jpg"); int r, c; do{ //pick random cell which is empty r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //randomly scale the images int x = rand.nextInt(50)+30; int y = rand.nextInt(50)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); // Instantiate GUI components gc.gridx = r; gc.gridy = c; add(lbl, gc); //add(component, constraintObj); label[r][c] = lbl; } I checked the coordinate through this code: Component[] components = getComponents(); for (Component component : components) { System.out.println(component.getBounds()); }

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