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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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  • Introducing the New Boot Framework in CE 7

    - by Kate Moss' Open Space
    CE 7 introduces a new boot loader framework, BLDR (platform\common\src\common\bldr\). Some people like its powerful and flexbility, others may feel its too complicate as a boot loader framework. Despite to the favor, it is already there; so let's take a look at its features. Unlike the previous BL framwork (CE7 still provides it in platform\common\src\common\boot\) is a monolithic library, the new framework has more architecture structure. It not only defines main body but also provides rich components, such as filesystem (BinFS/FAT), download transportations, display, logging and block devices: bios INT13, FAL, IDE, Flash ( and etc. Note that in the block device category, the FAL is for legacy FMD/FAL, Flash is for latest MSFlash. Some of you may have encountered MSFlash MDD/PDD compatible partition is hard to created in bootloader and now it provides a clean solution! (Since this is a big topic, I will introduce it in future post) Today, I am going to show you some basic helper components - Image Loading functions. When OS image stored in the block device, it can be a file format, says your NK.BIN in the FAT volume or a RAW format, says the image is programmed to a BINFS partition. For the first one you can use BootFileSystemReadBinFile (platform\common\src\common\bldr\fileSystem\utils\fileSystemReadBinFile.c) and use BootBlockLoadBinFsImage (platform\common\src\common\bldr\block\utils\loadBinFs.c) to load from a partition. Need a sample code? No problem, the BootLoaderLoadOs in platform\cepc\src\boot\bldr\loados.c just provide a perfect example.

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  • How do I initialize a Scala map with more than 4 initial elements in Java?

    - by GlenPeterson
    For 4 or fewer elements, something like this works (or at least compiles): import scala.collection.immutable.Map; Map<String,String> HAI_MAP = new Map4<>("Hello", "World", "Happy", "Birthday", "Merry", "XMas", "Bye", "For Now"); For a 5th element I could do this: Map<String,String> b = HAI_MAP.$plus(new Tuple2<>("Later", "Aligator")); But I want to know how to initialize an immutable map with 5 or more elements and I'm flailing in Type-hell. Partial Solution I thought I'd figure this out quickly by compiling what I wanted in Scala, then decompiling the resultant class files. Here's the scala: object JavaMapTest { def main(args: Array[String]) = { val HAI_MAP = Map(("Hello", "World"), ("Happy", "Birthday"), ("Merry", "XMas"), ("Bye", "For Now"), ("Later", "Aligator")) println("My map is: " + HAI_MAP) } } But the decompiler gave me something that has two periods in a row and thus won't compile (I don't think this is valid Java): scala.collection.immutable.Map HAI_MAP = (scala.collection.immutable.Map) scala.Predef..MODULE$.Map().apply(scala.Predef..MODULE$.wrapRefArray( scala.Predef.wrapRefArray( (Object[])new Tuple2[] { new Tuple2("Hello", "World"), new Tuple2("Happy", "Birthday"), new Tuple2("Merry", "XMas"), new Tuple2("Bye", "For Now"), new Tuple2("Later", "Aligator") })); I'm really baffled by the two periods in this: scala.Predef..MODULE$ I asked about it on #java on Freenode and they said the .. looked like a decompiler bug. It doesn't seem to want to compile, so I think they are probably right. I'm running into it when I try to browse interfaces in IntelliJ and am just generally lost. Based on my experimentation, the following is valid: Tuple2[] x = new Tuple2[] { new Tuple2<String,String>("Hello", "World"), new Tuple2<String,String>("Happy", "Birthday"), new Tuple2<String,String>("Merry", "XMas"), new Tuple2<String,String>("Bye", "For Now"), new Tuple2<String,String>("Later", "Aligator") }; scala.collection.mutable.WrappedArray<Tuple2> y = scala.Predef.wrapRefArray(x); There is even a WrappedArray.toMap() method but the types of the signature are complicated and I'm running into the double-period problem there too when I try to research the interfaces from Java.

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  • Early Adopters of Oracle Enterprise Manager 12c Report Agility and Productivity Benefits

    - by Anand Akela
    Earlier this month at the Oracle Open World 2012, we celebrated the first anniversary of Oracle Enterprise Manager 12c . Early adopters of  Oracle Enterprise manager 12c have benefited from its federated self-service access to complete application stacks, automated provisioning, elastic scalability, metering, and charge-back capabilities. Crimson Consulting Group recently interviewed multiple early adopters of Oracle Enterprise Manager 12c and captured their finding in a white Paper "Real-World Benefits of Private Cloud: Early Adopters of Oracle Enterprise Manager 12c Report Agility and Productivity Gains".  Here is summary of the finding :- On October 25th at 10 AM pacific time, Kirk Bangstad from the Crimson Consulting group will join us in a live webcast and share what learnt from the early adopters of Oracle Enterprise Manager 12c. Don't miss this chance to hear how private clouds could impact your business and ask questions from our experts. Webcast: Real-World Benefits of Private Cloud Early Adopters of Oracle Enterprise Manager 12c Report Agility and Productivity Benefits Date: Thursday, October 25, 2012 Time: 10:00 AM PDT | 1:00 PM EDT Register Today All attendees will receive the White Paper: Real-World Benefits of Private Cloud: Early Adopters of Oracle Enterprise Manager 12c Report Agility and Productivity Gains. Stay Connected Twitter |  Face book |  You Tube |  Linked in |  Newsletter

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  • Architecture of an action multiplayer game from scratch

    - by lcf
    Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have familiarized myself with concepts like lag compensation, view interpolation, input prediction and pretty much everything that I need for this. I have also prepared a set of prototypes to confirm that I understood everything correctly. My question is about the situation when game engine must be rewind to the past to find out whether there was a "hit" (sometimes it may involve the whole 'recomputation' of the world from that moment in the past up to the present moment. I already have a piece of code that does it, but it's not as neat as I need it to be. The domain logic of the app (the physics of the game) must be separated from the presentation (render) and infrastructure tools (e.g. the remote server interaction specifics). How do I organize all this? :) Is there any worthy implementation with open sources I can take a look at? What I'm thinking is something like this: -> Render / User Input -> Game Engine (this is the so called service layer) -> Processing User Commands & Remote Server -> Domain (Physics) How would you add into this scheme the concept of "ticks" or "interactions" with the possibility to rewind and recalculate "the game"? Remember, I cannot change the Domain/Physics but only the Game Engine. Should I store an array of "World's States"? Should they be just some representations of the world, optimized for this purpose somehow (how?) or should they be actual instances of the world (i.e. including behavior and all that). Has anybody had similar experience? (never worked on a game before if that matters)

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  • How to determine if a 3D voxel-based room is sealed, efficiently

    - by NigelMan1010
    I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help, but not tried enough to give up, so I'm asking for help. To clarify, sealed being that there are no holes in the room. There are oxygen sealers, which check if the room is sealed, and seal depending on the oxygen input level. Right now, this is how I'm doing it: Starting at the block above the sealer tile (the vent is on the sealer's top face), recursively loop through in all 6 adjacent directions If the adjacent tile is a full, non-vacuum tile, continue through the loop If the adjacent tile is not full, or is a vacuum tile, check if it's adjacent blocks are, recursively. Each time a tile is checked, decrement a counter If the count hits zero, if the last block is adjacent to a vacuum tile, return that the area is unsealed If the count hits zero and the last block is not a vacuum tile, or the recursive loop ends (no vacuum tiles left) before the counter is zero, the area is sealed If the area is not sealed, run the loop again with some changes: Checking adjacent blocks for "breathable air" tile instead of a vacuum tile Instead of using a decrementing counter, continue until no adjacent "breathable air" tiles are found. Once loop is finished, set each checked block to a vacuum tile. Here's the code I'm using: http://pastebin.com/NimyKncC The problem: I'm running this check every 3 seconds, sometimes a sealer will have to loop through hundreds of blocks, and a large world with many oxygen sealers, these multiple recursive loops every few seconds can be very hard on the CPU. I was wondering if anyone with more experience with optimization can give me a hand, or at least point me in the right direction. Thanks a bunch.

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  • Coordinate spaces and transformation matrices

    - by Belgin
    I'm trying to get an object from object space, into projected space using these intermediate matrices: The first matrix (I) is the one that transforms from object space into inertial space, but since my object is not rotated or translated in any way inside the object space, this matrix is the 4x4 identity matrix. The second matrix (W) is the one that transforms from inertial space into world space, which is just a scale transform matrix of factor a = 14.1 on all coordinates, since the inertial space origin coincides with the world space origin. /a 0 0 0\ W = |0 a 0 0| |0 0 a 0| \0 0 0 1/ The third matrix (C) is the one that transforms from world space, into camera space. This matrix is a translation matrix with a translation of (0, 0, 10), because I want the camera to be located behind the object, so the object must be positioned 10 units into the z axis. /1 0 0 0\ C = |0 1 0 0| |0 0 1 10| \0 0 0 1/ And finally, the fourth matrix is the projection matrix (P). Bearing in mind that the eye is at the origin of the world space and the projection plane is defined by z = 1, the projection matrix is: /1 0 0 0\ P = |0 1 0 0| |0 0 1 0| \0 0 1/d 0/ where d is the distance from the eye to the projection plane, so d = 1. I'm multiplying them like this: (((P x C) x W) x I) x V, where V is the vertex' coordinates in column vector form: /x\ V = |y| |z| \1/ After I get the result, I divide x and y coordinates by w to get the actual screen coordinates. Apparenly, I'm doing something wrong or missing something completely here, because it's not rendering properly. Here's a picture of what is supposed to be the bottom side of the Stanford Dragon: Also, I should add that this is a software renderer so no DirectX or OpenGL stuff here.

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  • Are there design patterns or generalised approaches for particle simulations?

    - by romeovs
    I'm working on a project (for college) in C++. The goal is to write a program that can more or less simulate a beam of particles flying trough the LHC synchrotron. Not wanting to rush into things, me and my team are thinking about how to implement this and I was wondering if there are general design patterns that are used to solve this kind of problem. The general approach we came up with so far is the following: there is a World that holds all objects you can add objects to this world such as Particle, Dipole and Quadrupole time is cut up into discrete steps, and at each point in time, for each Particle the magnetic and electric forces that each object in the World generates are calculated and summed up (luckily electro-magnetism is linear). each Particle moves accordingly (using a simple estimation approach to solve the differential movement equations) save the Particle positions repeat This seems a good approach but, for instance, it is hard to take into account symmetries that might be present (such as the magnetic field of each Quadrupole) and is this thus suboptimal. To take into account such symmetries as that of the Quadrupole field, it would be much easier to (also) make space discrete and somehow store form of the Quadrupole field somewhere. (Since 2532 or so Quadrupoles are stored this should lead to a massive gain of performance, not having to recalculate each Quadrupole field) So, are there any design patterns? Is the World-approach feasible or is it old-fashioned, bad programming? What about symmetry, how is that generally taken into acount?

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  • Wireless switch on Dell XT2 - strange behaviour of rfkill

    - by DyP
    I have an Dell Latitude XT2 using an Intel WLAN card (lspci lists it as "Intel Corporation Ultimate N WiFi Link 5300") running Lubuntu 12.04 with recent updates. The laptop has a hardware WLAN switch. I have problems activating the WLAN when booting with the hardware switch set to "off". The situation is a bit confusing, unfortunately. rfkill lists two WLAN devices (though lspci only shows the Intel one). This is the situation when booting with the hardware switch set to "Off": 0: dell-wifi: Wireless LAN Soft blocked: yes Hard blocked: yes 1: dell-bluetooth: Bluetooth Soft blocked: yes Hard blocked: yes 2: phy0: Wireless LAN Soft blocked: yes Hard blocked: yes From some tests, I conclude WLAN is only activated when both, the dell-wifi and phy0, are unblocked by soft- and hardware. But I can only unblock dell-wifi after the hardware switch is set to "on". Procedure right from boot with hardware switch set to "Off": Soft-unblocking phy0 works as expected. Could be done by start-up script. sudo rfkill unblock 0: nothing happens. Soft block of dell-wifi not removed. Set the hardware switch to "on": phy0 gets its hard block removed. Still no WLAN. sudo rfkill unblock 0: both the soft and hard lock of dell-wifi are removed. WLAN is now active and works. sudo rfkill block 0: only adds the soft block as expected. WLAN goes off again. So, in order to activate WLAN, I have to use the hardware switch and afterwards (manually) run a script - that's a bit inconvenient. Does someone know a better solution? Maybe a daemon could help that listens to rfkill events to unblock dell-wifi after I have set the hardware switch to "on"? (sounds like another workaround) When booting with the hardware switch set to "On", nothing is blocked neither hard nor soft.

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  • Oracle MDM Panel at OOW 12: Best practices, Lessons Learned and More...

    - by Mala Narasimharajan
    By Narayana Machiraju  We are less than two weeks out from the start of Oracle Open World 2012. The MDM team has built-up a solid line-up of product and customer sessions for you to attend this year in addition to the hands-on labs, and numerous demonstration pods in Moscone West. This year we will be hosting a customer panel session dedicated to Oracle Customer Hub at Oracle Open World. An esteemed panel of Oracle Customer Hub customers in different Industries: Credit Suisse, Allianz and Elsevier will provide insight into the journey of Customer MDM right from building a business case and MDM vision, establishing and sustaining governance, implementation strategies and realizing the benefits. You will also hear about implementation challenges, phasing strategies and lessons learned from real-life experiences. If you are already implementing Customer MDM or evaluating the benefits of MDM and you would like to hear directly from our customers then I highly recommend you attend this session: Customer MDM Panel: Discussion and Q&A on Implementation Best Practices, Data Quality, Data Governance          and ROI Wednesday October, 3rd, 5:00PM - 6:00PM Westin Market Street Hotel - Metropolitan 1 The MDM track at Oracle Open World covers variety of topics related to MDM. In addition to the product management team presenting product updates and roadmap, we have several customer panels, Conference sessions and Customer round table sessions featuring a lot of marquee Customers. You can see an overview of MDM sessions here.  We hope to see you at Open World and stay in touch via our future blogs.

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  • Dependency Inversion Principle

    - by Chris Paine
    I have been studying also S.O.L.I.D. and watched this video: https://www.youtube.com/watch?v=huEEkx5P5Hs 01:45:30 into the video he talks about the Dependency Inversion Principle and I am scratching my head??? I had to simplify it(if possible) to get it through this thick scull of mine and here is what I came up with. Code on the marked My_modified_code my version, code marked Original DIP video version. Can I accomplish the same with the latter code? Thanks in advance. Original: namespace simple.main { class main { static void Main() { FirstClass FirstClass = new FirstClass(new OtherClass()); FirstClass.Method(); Console.ReadKey(); //tempClass temp = new OtherClass(); //temp.Method(); } } public class FirstClass { private tempClass _LastClass; public FirstClass(tempClass tempClass)//ctor { _LastClass = tempClass; } public void Method() { _LastClass.Method(); } } public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } } } My_modified_code: namespace simple.main { class main { static void Main() { //FirstClass FirstClass = new FirstClass(new OtherClass()); //FirstClass.Method(); //Console.ReadKey(); tempClass temp = new OtherClass(); temp.Method(); } } //public class FirstClass //{ // private tempClass _LastClass; // public FirstClass(tempClass tempClass)//ctor // { // _LastClass = tempClass; // } // public void Method() // { // _LastClass.Method(); // } //} public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } }

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • OpenGL, objects disappear at a certain z distance

    - by smoth190
    I'm writing a managed OpenGL library in C++, and I'm having a pretty annoying problem. Whenever I set an objects position to -2.0 or lower, the object disappears. And at distances 0 through -1.9, it doesn't appear to move away from them camera. I have a world matrix (which is multiplied by the objects position to move it), a view matrix (which is just the identity matrix currently) and a projection matrix, which is setup like this: FOV: 45.0f Aspect Ratio: 1 zNear: 0.1f zFar: 100.0f using GLMs glm::perspective method. The order the matrices are multiplied by in the shader is world, view, projection, then position. I can move the object along the X and Y axis perfectly fine. I have depth testing enabled, using GL_LEQUAL. I can change the actually vertices positions to anything I want, and they move away from the camera or towards it perfectly fine. It just seems to be the world matrix acting up. I'm using glm::mat4 for the world matrix, and glm::vec3 for positions. Whats going on here? I'm also using OpenGL 3.1, GLSL version 140 (1.4?).

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  • JavaFX: Use a Screen with your Scene!

    - by user12610255
    Here's a handy tip for sizing your application. You can use the javafx.stage.Screen class to obtain the width and height of the user's screen, and then use those same dimensions when sizing your scene. The following code modifies default "Hello World" application that appears when you create a new JavaFX project in NetBeans. package screendemo; import javafx.application.Application; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.stage.Stage; import javafx.stage.Screen; import javafx.geometry.Rectangle2D; public class ScreenDemo extends Application { public static void main(String[] args) { Application.launch(args); } @Override public void start(Stage primaryStage) { primaryStage.setTitle("Hello World"); Group root = new Group(); Rectangle2D screenBounds = Screen.getPrimary().getVisualBounds(); Scene scene = new Scene(root, screenBounds.getWidth(), screenBounds.getHeight()); Button btn = new Button(); btn.setLayoutX(100); btn.setLayoutY(80); btn.setText("Hello World"); btn.setOnAction(new EventHandler() { public void handle(ActionEvent event) { System.out.println("Hello World"); } }); root.getChildren().add(btn); primaryStage.setScene(scene); primaryStage.show(); } } Running this program will set the Stage boundaries to visible bounds of the main screen. -- Scott Hommel

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  • TileEntitySpecialRenderer only renders from certain angle

    - by Hullu2000
    I'm developing a Minecraft mod with Forge. I've added a tileentity and a custom renderer for it. The problem is: The block is only visible from sertain angles. I've compaed my code to other peoples code and it looks pretty much like them. The block is opaque and not to be rendered and the renderer is registered normally so the fault must be in the renderer. Here's the renderer code: public class TERender extends TileEntitySpecialRenderer { public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); HeatConductTileEntity TE = (HeatConductTileEntity)tileEntity; renderBlock(TE, tileEntity.getWorldObj(), tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, mod.EMHeatConductor); GL11.glPopMatrix(); } public void renderBlock(HeatConductTileEntity tl, World world, int i, int j, int k, Block block) { Tessellator tessellator = Tessellator.instance; GL11.glColor3f(1, 1, 1); tessellator.startDrawingQuads(); tessellator.addVertex(0, 0, 0); tessellator.addVertex(1, 0, 0); tessellator.addVertex(1, 1, 0); tessellator.addVertex(0, 1, 0); tessellator.draw(); } }

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  • ??OPEN CURSOR?BULK COLLECT

    - by Liu Maclean(???)
    ????T.askmaclean.com?????bulk collect?open cursor???, ?????????  ??????: ???? OPEN_CURSOR ????SQL?? ???????. ?????? ????? ???????????????? ????? test_soruce create table zengfankun_temp01 as select * from dba_objects;select count(*) from zengfankun_temp01;–12,6826analyze table zengfankun_temp01 compute statistics; create or replace procedure test_open_cursor istype type_owner is table of zengfankun_temp01.owner%type index by binary_integer;type type_object_name is table of zengfankun_temp01.object_name%type index by binary_integer;type type_object_id is table of zengfankun_temp01.object_id%type index by binary_integer;type type_object_type is table of zengfankun_temp01.object_type%type index by binary_integer;type type_last_ddl_time is table of zengfankun_temp01.last_ddl_time%type index by binary_integer; l_ary_owner type_owner;l_ary_object_name type_object_name;l_ary_object_id type_object_id;l_ary_object_type type_object_type;l_ary_last_ddl_time type_last_ddl_time; cursor cur_object isselect owner,object_name,object_id,object_type,last_ddl_timefrom zengfankun_temp01order by owner,object_name,object_type,last_ddl_time;OPEN_START number;OPEN_END number;FETCH_START number;FETCH_END number;beginDBMS_OUTPUT.ENABLE (buffer_size=>null) ;OPEN_START:=dbms_utility.get_time();open cur_object;OPEN_END :=dbms_utility.get_time();dbms_output.put_line(‘OPEN_TIME:’||TO_CHAR(OPEN_END-OPEN_START));loopFETCH_START:=dbms_utility.get_time();fetch cur_object bulk collect intol_ary_owner,l_ary_object_name,l_ary_object_id,l_ary_object_type,l_ary_last_ddl_timelimit 10000;FETCH_END:=dbms_utility.get_time();dbms_output.put_line(‘FETCH_TIME:’||TO_CHAR(FETCH_END-FETCH_START)||’ ROWCOUNT:’||cur_object%rowCount); exit when cur_object%notfound or cur_object%notfound is null;end loop;end test_open_cursor; OPEN_TIME:12FETCH_TIME:21 ROWCOUNT:10000FETCH_TIME:3 ROWCOUNT:20000FETCH_TIME:3 ROWCOUNT:30000FETCH_TIME:3 ROWCOUNT:40000FETCH_TIME:3 ROWCOUNT:50000FETCH_TIME:3 ROWCOUNT:60000FETCH_TIME:3 ROWCOUNT:70000FETCH_TIME:3 ROWCOUNT:80000FETCH_TIME:3 ROWCOUNT:90000FETCH_TIME:3 ROWCOUNT:100000FETCH_TIME:3 ROWCOUNT:110000FETCH_TIME:3 ROWCOUNT:120000FETCH_TIME:1 ROWCOUNT:126826 ???? OPEN_TIME:0FETCH_TIME:18 ROWCOUNT:10000FETCH_TIME:3 ROWCOUNT:20000FETCH_TIME:3 ROWCOUNT:30000FETCH_TIME:3 ROWCOUNT:40000FETCH_TIME:3 ROWCOUNT:50000FETCH_TIME:3 ROWCOUNT:60000FETCH_TIME:3 ROWCOUNT:70000FETCH_TIME:3 ROWCOUNT:80000FETCH_TIME:3 ROWCOUNT:90000FETCH_TIME:3 ROWCOUNT:100000FETCH_TIME:3 ROWCOUNT:110000FETCH_TIME:3 ROWCOUNT:120000FETCH_TIME:2 ROWCOUNT:126826 SQL?????????, ????????????.??OPEN CURSOR ????0???????????3??.??N? ??????. ???? ?N? ?????????? ??????. ??????????????? ??????????. ?????????10000??? ???????????????????clear???, ???????????: ?OPEN CURSOR ?????, PL/SQL????SQL????PARSE SQL????????, ??????OPEN CURSOR????SNAPSHOT SCN ??SCN, ??Oracle?????FETCH?????,???????????????? ????FETCH ??????????????,???????Current Block, The most recent version of block , ?????SCN >> Snapshot scn, ????UNDO???? ???SCN ???Best Block ,???Read Consistentcy;???? ???UNDO SNAPSHOT???????????????Best Block??,???????ORA-1555??? ????????, ??????????,???????????????char(2000)????, ???????????????,????bulk collect fetch??fetch 10 ???,????????OPEN CURSOR?????PARSE??SQL????????, ??????????fetch bulk collect??????????10????,??”_trace_pin_time”????Server Process?pin CR block???,??????????Fetch Bulk Collect limit 10??10?buffer?pin? [oracle@nas ~]$ sqlplus / as sysdba SQL*Plus: Release 11.2.0.3.0 Production on Wed Aug 1 11:36:52 2012 Copyright (c) 1982, 2011, Oracle. All rights reserved. Connected to: Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production With the Partitioning, OLAP, Data Mining and Real Application Testing options SQL> select * from global_name; GLOBAL_NAME -------------------------------------------------------------------------------- http://www.askmaclean.com SQL> create table maclean (t1 char(2000)) tablespace users pctfree 99; Table created. SQL> begin 2 for i in 1..200 loop 3 insert into maclean values('MACLEAN'); 4 commit ; 5 end loop; 6 end; 7 / PL/SQL procedure successfully completed. SQL> exec dbms_stats.gather_table_stats('','MACLEAN'); PL/SQL procedure successfully completed. SQL> select count(*) from maclean; COUNT(*) ---------- 200 SQL> select blocks,num_rows from dba_tables where table_name='MACLEAN'; BLOCKS NUM_ROWS ---------- ---------- 244 200 SQL> alter system set "_trace_pin_time"=1 scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area 3140026368 bytes Fixed Size 2232472 bytes Variable Size 1795166056 bytes Database Buffers 1325400064 bytes Redo Buffers 17227776 bytes Database mounted. Database opened. SQL> alter session set events '10046 trace name context forever,level 12'; Session altered. SQL> SQL> SQL> declare 2 cursor v_cursor is 3 select * from sys.maclean; 4 type v_type is table of sys.maclean%rowtype index by binary_integer; 5 rec_tab v_type; 6 begin 7 open v_cursor; 8 dbms_lock.sleep(30); 9 loop 10 fetch v_cursor bulk collect 11 into rec_tab limit 10; 12 dbms_lock.sleep(10); 13 exit when v_cursor%notfound; 14 end loop; 15 end; 16 / ?????10046 trace+ pin trace: PARSING IN CURSOR #47499559136872 len=337 dep=0 uid=0 oct=47 lid=0 tim=1343836146412056 hv=496860239 ad='11a11dbb0' sqlid='4zh7954ftuz2g' declare cursor v_cursor is select * from sys.maclean; type v_type is table of sys.maclean%rowtype index by binary_integer; rec_tab v_type; begin open v_cursor; dbms_lock.sleep(30); loop fetch v_cursor bulk collect into rec_tab limit 10; dbms_lock.sleep(10); exit when v_cursor%notfound; end loop; end; END OF STMT PARSE #47499559136872:c=0,e=346,p=0,cr=0,cu=0,mis=0,r=0,dep=0,og=1,plh=0,tim=1343836146412051 ===================== PARSING IN CURSOR #47499559126280 len=25 dep=1 uid=0 oct=3 lid=0 tim=1343836146414939 hv=3296884535 ad='11a11d250' sqlid='2mb1493284xtr' SELECT * FROM SYS.MACLEAN END OF STMT PARSE #47499559126280:c=1999,e=2427,p=0,cr=0,cu=0,mis=1,r=0,dep=1,og=1,plh=2568761675,tim=1343836146414937 EXEC #47499559126280:c=0,e=55,p=0,cr=0,cu=0,mis=0,r=0,dep=1,og=1,plh=2568761675,tim=1343836146415104 ????? ? SELECT * FROM SYS.MACLEAN? PARSE ????? , ????FETCH???????pin ????????, ????OPEN CURSOR????? *** 2012-08-01 11:49:36.424 WAIT #47499559136872: nam='PL/SQL lock timer' ela= 30009361 duration=0 p2=0 p3=0 obj#=-1 tim=1343836176424782 ???30s pin ktewh26: kteinpscan dba 0x10a6202:4 time 1039048805 pin ktewh27: kteinmap dba 0x10a6202:4 time 1039048847 pin kdswh11: kdst_fetch dba 0x10a6203:1 time 1039048898 pin kdswh11: kdst_fetch dba 0x10a6204:1 time 1039048961 pin kdswh11: kdst_fetch dba 0x10a6205:1 time 1039049004 pin kdswh11: kdst_fetch dba 0x10a6206:1 time 1039049042 pin kdswh11: kdst_fetch dba 0x10a6207:1 time 1039049089 pin kdswh11: kdst_fetch dba 0x10a6208:1 time 1039049123 pin kdswh11: kdst_fetch dba 0x10a6209:1 time 1039049159 pin kdswh11: kdst_fetch dba 0x10a620a:1 time 1039049191 pin kdswh11: kdst_fetch dba 0x10a620b:1 time 1039049225 pin kdswh11: kdst_fetch dba 0x10a620c:1 time 1039049260 kdst_fetch???fetch??????? , ??fetch?10?? ???????FETCH FETCH #47499559126280:c=0,e=536,p=0,cr=12,cu=0,mis=0,r=10,dep=1,og=1,plh=2568761675,tim=1343836176425542 *** 2012-08-01 11:49:46.428 WAIT #47499559136872: nam='PL/SQL lock timer' ela= 10002694 duration=0 p2=0 p3=0 obj#=-1 tim=134383618642829 ????10s pin kdswh11: kdst_fetch dba 0x10a620d:1 time 1049052211 pin kdswh11: kdst_fetch dba 0x10a620e:1 time 1049052264 pin kdswh11: kdst_fetch dba 0x10a620f:1 time 1049052299 pin kdswh11: kdst_fetch dba 0x10a6211:1 time 1049052332 pin kdswh11: kdst_fetch dba 0x10a6212:1 time 1049052364 pin kdswh11: kdst_fetch dba 0x10a6213:1 time 1049052398 pin kdswh11: kdst_fetch dba 0x10a6214:1 time 1049052430 pin kdswh11: kdst_fetch dba 0x10a6215:1 time 1049052462 pin kdswh11: kdst_fetch dba 0x10a6216:1 time 1049052494 pin kdswh11: kdst_fetch dba 0x10a6217:1 time 1049052525 FETCH #47499559126280:c=0,e=371,p=0,cr=10,cu=0,mis=0,r=10,dep=1,og=1,plh=2568761675,tim=1343836186428807 ??pin 10????, ???fetch ?? WAIT #47499559136872: nam='PL/SQL lock timer' ela= 10002864 duration=0 p2=0 p3=0 obj#=-1 tim=1343836196431754 pin kdswh11: kdst_fetch dba 0x10a6218:1 time 1059055662 pin kdswh11: kdst_fetch dba 0x10a6219:1 time 1059055714 pin kdswh11: kdst_fetch dba 0x10a621a:1 time 1059055748 pin kdswh11: kdst_fetch dba 0x10a621b:1 time 1059055781 pin kdswh11: kdst_fetch dba 0x10a621c:1 time 1059055815 pin kdswh11: kdst_fetch dba 0x10a621d:1 time 1059055848 pin kdswh11: kdst_fetch dba 0x10a621e:1 time 1059055883 pin kdswh11: kdst_fetch dba 0x10a621f:1 time 1059055915 pin kdswh11: kdst_fetch dba 0x10a6221:1 time 1059055953 pin kdswh11: kdst_fetch dba 0x10a6222:1 time 1059055992 FETCH #47499559126280:c=0,e=385,p=0,cr=10,cu=0,mis=0,r=10,dep=1,og=1,plh=2568761675,tim=1343836196432274 ???? ??????? DBA????? ............................ ???? WAIT #47499559136872: nam='PL/SQL lock timer' ela= 10002933 duration=0 p2=0 p3=0 obj#=-1 tim=1343836366495589 pin kdswh11: kdst_fetch dba 0x10a62f6:1 time 1229119497 pin kdswh11: kdst_fetch dba 0x10a62f7:1 time 1229119545 pin kdswh11: kdst_fetch dba 0x10a62f8:1 time 1229119576 pin kdswh11: kdst_fetch dba 0x10a62f9:1 time 1229119610 pin kdswh11: kdst_fetch dba 0x10a62fa:1 time 1229119644 pin kdswh11: kdst_fetch dba 0x10a62fb:1 time 1229119671 pin kdswh11: kdst_fetch dba 0x10a62fc:1 time 1229119703 pin kdswh11: kdst_fetch dba 0x10a62fd:1 time 1229119730 pin kdswh11: kdst_fetch dba 0x10a62fe:1 time 1229119760 pin kdswh11: kdst_fetch dba 0x10a62ff:1 time 1229119787 FETCH #47499559126280:c=0,e=340,p=0,cr=10,cu=0,mis=0,r=10,dep=1,og=1,plh=2568761675,tim=1343836366496067 ??????DBA? 0x10a6203 , ??DBA ? 0x10a62ff ???????DBA??MACLEAN????????,???DBA???Maclean????? getbfno?????dba??????????? CREATE OR REPLACE FUNCTION getbfno (p_dba IN VARCHAR2) RETURN VARCHAR2 IS l_str VARCHAR2 (255) DEFAULT NULL; l_fno VARCHAR2 (15); l_bno VARCHAR2 (15); BEGIN l_fno := DBMS_UTILITY.data_block_address_file (TO_NUMBER (LTRIM (p_dba, '0x'), 'xxxxxxxx' ) ); l_bno := DBMS_UTILITY.data_block_address_block (TO_NUMBER (LTRIM (p_dba, '0x'), 'xxxxxxxx' ) ); l_str := 'datafile# is:' || l_fno || CHR (10) || 'datablock is:' || l_bno || CHR (10) || 'dump command:alter system dump datafile ' || l_fno || ' block ' || l_bno || ';'; RETURN l_str; END; / Function created. SQL> select getbfno('0x10a6203') from dual; GETBFNO('0X10A6203') -------------------------------------------------------------------------------- datafile# is:4 datablock is:680451 dump command:alter system dump datafile 4 block 680451; SQL> select getbfno('0x10a62ff') from dual; GETBFNO('0X10A62FF') -------------------------------------------------------------------------------- datafile# is:4 datablock is:680703 dump command:alter system dump datafile 4 block 680703; SQL> select dbms_rowid.rowid_block_number(min(rowid)),dbms_rowid.rowid_relative_fno(min(rowid)) from maclean; DBMS_ROWID.ROWID_BLOCK_NUMBER(MIN(ROWID)) ----------------------------------------- DBMS_ROWID.ROWID_RELATIVE_FNO(MIN(ROWID)) ----------------------------------------- 680451 4 SQL> select dbms_rowid.rowid_block_number(max(rowid)),dbms_rowid.rowid_relative_fno(max(rowid)) from maclean; DBMS_ROWID.ROWID_BLOCK_NUMBER(MAX(ROWID)) ----------------------------------------- DBMS_ROWID.ROWID_RELATIVE_FNO(MAX(ROWID)) ----------------------------------------- 680703 4 ???????3???: 1.?OPEN CURSOR ?????, PL/SQL????SQL????PARSE SQL????????, ??????OPEN CURSOR????SNAPSHOT SCN ??SCN, ??Oracle?????FETCH?????,???????????????? 2.????FETCH ?????????????? 3. ???open cursor+ fetch bulk collect???”?????????”

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  • C++ destructor seems to be called 'early'

    - by suicideducky
    Please see the "edit" section for the updated information. Sorry for yet another C++ dtor question... However I can't seem to find one exactly like mine as all the others are assigning to STL containers (that will delete objects itself) whereas mine is to an array of pointers. So I have the following code fragment #include<iostream> class Block{ public: int x, y, z; int type; Block(){ x=1; y=2; z=3; type=-1; } }; template <class T> class Octree{ T* children[8]; public: ~Octree(){ for( int i=0; i<8; i++){ std::cout << "del:" << i << std::endl; delete children[i]; } } Octree(){ for( int i=0; i<8; i++ ) children[i] = new T; } // place newchild in array at [i] void set_child(int i, T* newchild){ children[i] = newchild; } // return child at [i] T* get_child(int i){ return children[i]; } // place newchild at [i] and return the old [i] T* swap_child(int i, T* newchild){ T* p = children[i]; children[i] = newchild; return p; } }; int main(){ Octree< Octree<Block> > here; std::cout << "nothing seems to have broken" << std::endl; } Looking through the output I notice that the destructor is being called many times before I think it should (as Octree is still in scope), the end of the output also shows: del:0 del:0 del:1 del:2 del:3 Process returned -1073741819 (0xC0000005) execution time : 1.685 s Press any key to continue. For some reason the destructor is going through the same point in the loop twice (0) and then dying. All of this occures before the "nothing seems to have gone wrong" line which I expected before any dtor was called. Thanks in advance :) EDIT The code I posted has some things removed that I thought were unnecessary but after copying and compiling the code I pasted I no longer get the error. What I removed was other integer attributes of the code. Here is the origional: #include<iostream> class Block{ public: int x, y, z; int type; Block(){ x=1; y=2; z=3; type=-1; } Block(int xx, int yy, int zz, int ty){ x=xx; y=yy; z=zz; type=ty; } Block(int xx, int yy, int zz){ x=xx; y=yy; z=zz; type=0; } }; template <class T> class Octree{ int x, y, z; int size; T* children[8]; public: ~Octree(){ for( int i=0; i<8; i++){ std::cout << "del:" << i << std::endl; delete children[i]; } } Octree(int xx, int yy, int zz, int size){ x=xx; y=yy; z=zz; size=size; for( int i=0; i<8; i++ ) children[i] = new T; } Octree(){ Octree(0, 0, 0, 10); } // place newchild in array at [i] void set_child(int i, T* newchild){ children[i] = newchild; } // return child at [i] T* get_child(int i){ return children[i]; } // place newchild at [i] and return the old [i] T* swap_child(int i, T* newchild){ T* p = children[i]; children[i] = newchild; return p; } }; int main(){ Octree< Octree<Block> > here; std::cout << "nothing seems to have broken" << std::endl; } Also, as for the problems with set_child, get_child and swap_child leading to possible memory leaks this will be solved as a wrapper class will either use get before set or use swap to get the old child and write this out to disk before freeing the memory itself. I am glad that it is not my memory management failing but rather another error. I have not made a copy and/or assignment operator yet as I was just testing the block tree out, I will almost certainly make them all private very soon. This version spits out -1073741819. Thank you all for your suggestions and I apologise for highjacking my own thread :$

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  • Random movement of wandering monsters in x & y axis in LibGDX

    - by Vishal Kumar
    I am making a simple top down RPG game in LibGDX. What I want is ... the enemies should wander here and there in x and y directions in certain interval so that it looks natural that they are guarding something. I spend several hours doing this but could not achieve what I want. After a long time of coding, I came with this code. But what I observed is when enemies come to an end of x or start of x or start of y or end of y of the map. It starts flickering for random intervals. Sometimes they remain nice, sometimes, they start flickering for long time. public class Enemy extends Sprite { public float MAX_VELOCITY = 0.05f; public static final int MOVING_LEFT = 0; public static final int MOVING_RIGHT = 1; public static final int MOVING_UP = 2; public static final int MOVING_DOWN = 3; public static final int HORIZONTAL_GUARD = 0; public static final int VERTICAL_GUARD = 1; public static final int RANDOM_GUARD = 2; private float startTime = System.nanoTime(); private static float SECONDS_TIME = 0; private boolean randomDecider; public int enemyType; public static final float width = 30 * World.WORLD_UNIT; public static final float height = 32 * World.WORLD_UNIT; public int state; public float stateTime; public boolean visible; public boolean dead; public Enemy(float x, float y, int enemyType) { super(x, y); state = MOVING_LEFT; this.enemyType = enemyType; stateTime = 0; visible = true; dead = false; boolean random = Math.random()>=0.5f ? true :false; if(enemyType == HORIZONTAL_GUARD){ if(random) velocity.x = -MAX_VELOCITY; else velocity.x = MAX_VELOCITY; } if(enemyType == VERTICAL_GUARD){ if(random) velocity.y = -MAX_VELOCITY; else velocity.y = MAX_VELOCITY; } if(enemyType == RANDOM_GUARD){ //if(random) //velocity.x = -MAX_VELOCITY; //else //velocity.y = MAX_VELOCITY; } } public void update(Enemy e, float deltaTime) { super.update(deltaTime); e.stateTime+= deltaTime; e.position.add(velocity); // This is for updating the Animation for Enemy Movement Direction. VERY IMPORTANT FOR REAL EFFECTS updateDirections(); //Here the various movement methods are called depending upon the type of the Enemy if(e.enemyType == HORIZONTAL_GUARD) guardHorizontally(); if(e.enemyType == VERTICAL_GUARD) guardVertically(); if(e.enemyType == RANDOM_GUARD) guardRandomly(); //quadrantMovement(e, deltaTime); } private void guardHorizontally(){ if(position.x <= 0){ velocity.x= MAX_VELOCITY; velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; velocity.y= 0; } } private void guardVertically(){ if(position.y<= 0){ velocity.y= MAX_VELOCITY; velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; velocity.x= 0; } } private void guardRandomly(){ if (System.nanoTime() - startTime >= 1000000000) { SECONDS_TIME++; if(SECONDS_TIME % 5==0) randomDecider = Math.random()>=0.5f ? true :false; if(SECONDS_TIME>=30) SECONDS_TIME =0; startTime = System.nanoTime(); } if(SECONDS_TIME <=30){ if(randomDecider && position.x >= 0) velocity.x= -MAX_VELOCITY; else{ if(position.x < World.mapWidth-width) velocity.x= MAX_VELOCITY; else velocity.x= -MAX_VELOCITY; } velocity.y =0; } else{ if(randomDecider && position.y >0) velocity.y= -MAX_VELOCITY; else velocity.y= MAX_VELOCITY; velocity.x =0; } /* //This is essential so as to keep the enemies inside the boundary of the Map if(position.x <= 0){ velocity.x= MAX_VELOCITY; //velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; //velocity.y= 0; } else if(position.y<= 0){ velocity.y= MAX_VELOCITY; //velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; //velocity.x= 0; } */ } private void updateDirections() { if(velocity.x > 0) state = MOVING_RIGHT; else if(velocity.x<0) state = MOVING_LEFT; else if(velocity.y>0) state = MOVING_UP; else if(velocity.y<0) state = MOVING_DOWN; } public Rectangle getBounds() { return new Rectangle(position.x, position.y, width, height); } private void quadrantMovement(Enemy e, float deltaTime) { int temp = e.getEnemyQuadrant(e.position.x, e.position.y); boolean random = Math.random()>=0.5f ? true :false; switch(temp){ case 1: velocity.x = MAX_VELOCITY; break; case 2: velocity.x = MAX_VELOCITY; break; case 3: velocity.x = -MAX_VELOCITY; break; case 4: velocity.x = -MAX_VELOCITY; break; default: if(random) velocity.x = MAX_VELOCITY; else velocity.y =-MAX_VELOCITY; } } public float getDistanceFromPoint(float p1,float p2){ Vector2 v1 = new Vector2(p1,p2); return position.dst(v1); } private int getEnemyQuadrant(float x, float y){ Rectangle enemyQuad = new Rectangle(x, y, 30, 32); if(ScreenQuadrants.getQuad1().contains(enemyQuad)) return 1; if(ScreenQuadrants.getQuad2().contains(enemyQuad)) return 2; if(ScreenQuadrants.getQuad3().contains(enemyQuad)) return 3; if(ScreenQuadrants.getQuad4().contains(enemyQuad)) return 4; return 0; } } Is there a better way of doing this. I am new to game development. I shall be very grateful to any help or reference.

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • ?Oracle????SELECT????UNDO

    - by Liu Maclean(???)
    ????????Oracle?????(dirty read),?Oracle??????Asktom????????Oracle???????, ???undo??????????(before image)??????Consistent, ???????????????Oracle????????????? ????????? ??,??,Oracle?????????????RDBMS,???????????? ?????????2?????: _offline_rollback_segments or _corrupted_rollback_segments ?2?????????Oracle???????????ORA-600[4XXX]???????????????,???2??????Undo??Corruption????????????,?????2????????????????? ??????????????_offline_rollback_segments ? _corrupted_rollback_segments ?2?????: ???????(FORCE OPEN DATABASE) ????????????(consistent read & delayed block cleanout) ??????rollback segment??? ?????:???????Oracle????????,??????????2?????,?????????????!! _offline_rollback_segments ? _corrupted_rollback_segments ???????????: ??2???????Undo Segments(???/???)????????online ?UNDO$???????????OFFLINE??? ???instance??????????????????? ??????Undo Segments????????active transaction????????????dead??SMON???(????????SMON??(?):Recover Dead transaction) _OFFLINE_ROLLBACK_SEGMENTS(offline undo segment list)????(hidden parameter)?????: ???startup???open database???????_OFFLINE_ROLLBACK_SEGMENTS????Undo segments(???/???),?????undo segments????????alert.log???TRACE?????,???????startup?? ?????????????,?ITL?????undo segments?: ???undo segments?transaction table?????????????????? ???????????commit,?????CR??? ????undo segments????(???corrupted??,???missed??)???????????alert.log,??????? ?DML?????????????????????????????????CPU,????????????????????? _CORRUPTED_ROLLBACK_SEGMENTS(corrupted undo segment list)??????????: ?????startup?open database???_CORRUPTED_ROLLBACK_SEGMENTS????undo segments(???/???)???????? ???????_CORRUPTED_ROLLBACK_SEGMENTS???undo segments????????????commit,???undo segments???drop??? ??????????? ??????????????????,?????????????????? ??bootstrap???????????,?????????ORA-00704: bootstrap process failure??,???????????(???Oracle????:??ORA-00600:[4000] ORA-00704: bootstrap process failure????) ??????_CORRUPTED_ROLLBACK_SEGMENTS????????????????????,??????????????? Oracle???????TXChecker??????????? ???????2?????,??????????????_CORRUPTED_ROLLBACK_SEGMENTS?????SELECT????UNDO???????: SQL> alter system set event= '10513 trace name context forever, level 2' scope=spfile; System altered. SQL> alter system set "_in_memory_undo"=false scope=spfile; System altered. 10513 level 2 event????SMON ??rollback ??? dead transaction _in_memory_undo ?? in memory undo ?? SQL> startup force; ORACLE instance started. Total System Global Area 3140026368 bytes Fixed Size 2232472 bytes Variable Size 1795166056 bytes Database Buffers 1325400064 bytes Redo Buffers 17227776 bytes Database mounted. Database opened. session A: SQL> conn maclean/maclean Connected. SQL> create table maclean tablespace users as select 1 t1 from dual connect by level exec dbms_stats.gather_table_stats('','MACLEAN'); PL/SQL procedure successfully completed. SQL> set autotrace on; SQL> select sum(t1) from maclean; SUM(T1) ---------- 501 Execution Plan ---------------------------------------------------------- Plan hash value: 1679547536 ------------------------------------------------------------------------------ | Id | Operation | Name | Rows | Bytes | Cost (%CPU)| Time | ------------------------------------------------------------------------------ | 0 | SELECT STATEMENT | | 1 | 3 | 3 (0)| 00:00:01 | | 1 | SORT AGGREGATE | | 1 | 3 | | | | 2 | TABLE ACCESS FULL| MACLEAN | 501 | 1503 | 3 (0)| 00:00:01 | ------------------------------------------------------------------------------ Statistics ---------------------------------------------------------- 1 recursive calls 0 db block gets 3 consistent gets 0 physical reads 0 redo size 515 bytes sent via SQL*Net to client 492 bytes received via SQL*Net from client 2 SQL*Net roundtrips to/from client 0 sorts (memory) 0 sorts (disk) 1 rows processe ???????????,????current block, ????????,consistent gets??3? SQL> update maclean set t1=0; 501 rows updated. SQL> alter system checkpoint; System altered. ??session A?commit; ???? session: SQL> conn maclean/maclean Connected. SQL> SQL> set autotrace on; SQL> select sum(t1) from maclean; SUM(T1) ---------- 501 Execution Plan ---------------------------------------------------------- Plan hash value: 1679547536 ------------------------------------------------------------------------------ | Id | Operation | Name | Rows | Bytes | Cost (%CPU)| Time | ------------------------------------------------------------------------------ | 0 | SELECT STATEMENT | | 1 | 3 | 3 (0)| 00:00:01 | | 1 | SORT AGGREGATE | | 1 | 3 | | | | 2 | TABLE ACCESS FULL| MACLEAN | 501 | 1503 | 3 (0)| 00:00:01 | ------------------------------------------------------------------------------ Statistics ---------------------------------------------------------- 0 recursive calls 0 db block gets 505 consistent gets 0 physical reads 108 redo size 515 bytes sent via SQL*Net to client 492 bytes received via SQL*Net from client 2 SQL*Net roundtrips to/from client 0 sorts (memory) 0 sorts (disk) 1 rows processed ?????? ?????????undo??CR?,???consistent gets??? 505 [oracle@vrh8 ~]$ ps -ef|grep LOCAL=YES |grep -v grep oracle 5841 5839 0 09:17 ? 00:00:00 oracleG10R25 (DESCRIPTION=(LOCAL=YES)(ADDRESS=(PROTOCOL=beq))) [oracle@vrh8 ~]$ kill -9 5841 ??session A???Server Process????,???dead transaction ????smon?? select ktuxeusn, to_char(sysdate, 'DD-MON-YYYY HH24:MI:SS') "Time", ktuxesiz, ktuxesta from x$ktuxe where ktuxecfl = 'DEAD'; KTUXEUSN Time KTUXESIZ KTUXESTA ---------- -------------------- ---------- ---------------- 2 06-AUG-2012 09:20:45 7 ACTIVE ???1?active rollback segment SQL> conn maclean/maclean Connected. SQL> set autotrace on; SQL> select sum(t1) from maclean; SUM(T1) ---------- 501 Execution Plan ---------------------------------------------------------- Plan hash value: 1679547536 ------------------------------------------------------------------------------ | Id | Operation | Name | Rows | Bytes | Cost (%CPU)| Time | ------------------------------------------------------------------------------ | 0 | SELECT STATEMENT | | 1 | 3 | 3 (0)| 00:00:01 | | 1 | SORT AGGREGATE | | 1 | 3 | | | | 2 | TABLE ACCESS FULL| MACLEAN | 501 | 1503 | 3 (0)| 00:00:01 | ------------------------------------------------------------------------------ Statistics ---------------------------------------------------------- 0 recursive calls 0 db block gets 411 consistent gets 0 physical reads 108 redo size 515 bytes sent via SQL*Net to client 492 bytes received via SQL*Net from client 2 SQL*Net roundtrips to/from client 0 sorts (memory) 0 sorts (disk) 1 rows processed ????? ????kill?? ???smon ??dead transaction , ???????????? ?????undo??????? ????active?rollback segment??? SQL> select segment_name from dba_rollback_segs where segment_id=2; SEGMENT_NAME ------------------------------ _SYSSMU2$ SQL> alter system set "_corrupted_rollback_segments"='_SYSSMU2$' scope=spfile; System altered. ? _corrupted_rollback_segments ?? ???2?rollback segment, ????????undo SQL> startup force; ORACLE instance started. Total System Global Area 3140026368 bytes Fixed Size 2232472 bytes Variable Size 1795166056 bytes Database Buffers 1325400064 bytes Redo Buffers 17227776 bytes Database mounted. Database opened. SQL> conn maclean/maclean Connected. SQL> set autotrace on; SQL> select sum(t1) from maclean; SUM(T1) ---------- 94 Execution Plan ---------------------------------------------------------- Plan hash value: 1679547536 ------------------------------------------------------------------------------ | Id | Operation | Name | Rows | Bytes | Cost (%CPU)| Time | ------------------------------------------------------------------------------ | 0 | SELECT STATEMENT | | 1 | 3 | 3 (0)| 00:00:01 | | 1 | SORT AGGREGATE | | 1 | 3 | | | | 2 | TABLE ACCESS FULL| MACLEAN | 501 | 1503 | 3 (0)| 00:00:01 | ------------------------------------------------------------------------------ Statistics ---------------------------------------------------------- 228 recursive calls 0 db block gets 29 consistent gets 5 physical reads 116 redo size 514 bytes sent via SQL*Net to client 492 bytes received via SQL*Net from client 2 SQL*Net roundtrips to/from client 4 sorts (memory) 0 sorts (disk) 1 rows processed SQL> / SUM(T1) ---------- 94 Execution Plan ---------------------------------------------------------- Plan hash value: 1679547536 ------------------------------------------------------------------------------ | Id | Operation | Name | Rows | Bytes | Cost (%CPU)| Time | ------------------------------------------------------------------------------ | 0 | SELECT STATEMENT | | 1 | 3 | 3 (0)| 00:00:01 | | 1 | SORT AGGREGATE | | 1 | 3 | | | | 2 | TABLE ACCESS FULL| MACLEAN | 501 | 1503 | 3 (0)| 00:00:01 | ------------------------------------------------------------------------------ Statistics ---------------------------------------------------------- 0 recursive calls 0 db block gets 3 consistent gets 0 physical reads 0 redo size 514 bytes sent via SQL*Net to client 492 bytes received via SQL*Net from client 2 SQL*Net roundtrips to/from client 0 sorts (memory) 0 sorts (disk) 1 rows processed ?????? consistent gets???3,?????????????????,??ITL???UNDO SEGMENTS?_corrupted_rollback_segments????,???????????COMMIT??,????UNDO? ???????,?????????????????????????(????????????????????),????????????????? ???? , ?????

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  • Phonegap / jquery mobile slide transition not workign properly on first call

    - by Alexander Casassovici
    I have an awkward visual glitch. I want nice transition when changing pages on the app. Unfortunately first time i change to another page, Instead of sliding current pagg out and new page in , current page is immediately replaces by the new page, then slides out... and when it's out of view it's the new page is shown... the second time around it works like a charm though !!! This is running on iphone with jquery mobile + phonegap I made a video to make the issue clear: http://www.youtube.com/watch?v=Ybvzh_wTnSE <body style="background-color: #000;"> <div id="container" style="display:none;"> <div id="side-menu" style="display:none;"> <div id="header_top"></div> <a href="#dives" onclick="showdives();"><div id="header_dives" class="selected"></div></a> <div id="header_spacer1"></div> <a href="#explore" onclick="showexplore();"><div id="header_explore"></div></a> <div id="header_spacer2"></div> <a href="#search" onclick="showsearch();"><div id="header_search"></div></a> <div id="header_spacer3"></div> <a href="#settings" onclick="showsettings();"><div id="header_settings"></div></a> <div id="header_bottom"></div> </div> <div id="slide_mask"> <!-- START of LOGIN page --> <div data-role="page" id="login"> <div id="home_frame"> <div id="home_logo"></div> <div id="home_fblogin" onclick="login()"></div> <div class="home_login"> <p>Email: <input type="text" name="user[email]" size="30"/></p> <p>Password: <input type="password" name="user[password]" size="30"/></p> <button onclick="show_page_home();">LOGIN</button> </div> </div> </div> <!-- END of LOGIN page --> <!-- START of LOGIN page --> <div data-role="page" id="dives" class="right_pane"> <p>My dives !</p> </div><!-- /content --> <div data-role="page" id="explore" class="hidden right_pane"> <p>My explore !</p> </div><!-- /content --> <div data-role="page" id="search" class="hidden right_pane"> <p>My search !</p> </div><!-- /content --> <div data-role="page" id="settings" class="hidden right_pane"> <p>My settings !</p> <button onclick="logout_db();">logout</button> </div><!-- /content --> <!-- END of LOGIN page --> </div> </div> <div id="log"></div> <div id="data"></div> </body> And the relevant CSS: body {margin: 0; font: 18px Helvetica; text-align: center; background-color: #000; background: url(../img/bg_big.png) repeat; -webkit-user-select: none; /* prevent copy paste for all elements */ } #container { width:320px; height:460px; overflow: hidden;} input{ -webkit-user-select: text; /* enable copy paste for elements with this class */} a {-webkit-user-select: none; /* prevent copy paste for all elements */} span {-webkit-user-select: none; /* prevent copy paste for all elements */} #side-menu {z-index: 1000 !important; position: fixed; height: 460px; width: 56.5px; background: url(../img/bg_big.png) no-repeat; display: inline-block; overflow: hidden; top: 0px; left: 0px; } #header_top {background: url(../img/header/header_top.png) no-repeat; background-size: 56.5px 48.96px; width: 56.5px; height: 48.96px; display: block;} #header_dives {background: url(../img/header/dives.png) no-repeat; background-size: 56.5px 51.75px; width: 56.5px; height: 51.75px; display: block;} #header_dives.selected{background: url(../img/header/dives_selected.png) no-repeat;} #header_spacer1{background: url(../img/header/header_space1.png) no-repeat; background-size: 56.5px 13.9px; width: 56.5px; height: 13.9px; display: block;} #header_explore{background: url(../img/header/explore.png) no-repeat; background-size: 56.5px 51.75px; width: 56.5px; height: 51.75px; display: block;} #header_explore.selected{background: url(../img/header/explore_selected.png) no-repeat;} #header_spacer2{background: url(../img/header/header_space2.png) no-repeat; background-size: 56.5px 15.33px; width: 56.5px; height: 15.33px; display: block;} #header_search{background: url(../img/header/search.png) no-repeat; background-size: 56.5px 51.75px; width: 56.5px; height: 51.75px; display: block;} #header_search.selected{background: url(../img/header/search_selected.png) no-repeat;} #header_spacer3{background: url(../img/header/header_space3.png) no-repeat; background-size: 56.5px 17.73px; width: 56.5px; height: 17.73px; display: block;} #header_settings{background: url(../img/header/settings.png) no-repeat; background-size: 56.5px 51.75px; width: 56.5px; height: 51.75px; display: block;} #header_settings.selected{background: url(../img/header/settings_selected.png) no-repeat;} #header_bottom{background: url(../img/header/header_bottom.png) no-repeat; background-size: 56.5px 160px; width: 56.5px; height: 160px; display: block;} .hidden {display: none;} .right_pane{width: 263.5px !important; background: url(../img/right_bg.png) no-repeat; background-size:263.5px 460px; width: 263.5px; height: 460px; left: 56.5px !important;} #slide_mask{ display: inline-block; overflow: hidden; padding-left: 56.5px; width: 263.5px; height: 460px; top: 0;} and the bit of JS: /////////////////////////////////// //MENU MECHANICS /////////////////////////////////// function showdives(){ $("#side-menu .selected").removeClass("selected"); $("#header_dives").addClass("selected"); } function showexplore(){ $("#side-menu .selected").removeClass("selected"); $("#header_explore").addClass("selected"); } function showsearch(){ $("#side-menu .selected").removeClass("selected"); $("#header_search").addClass("selected"); } function showsettings(){ $("#side-menu .selected").removeClass("selected"); $("#header_settings").addClass("selected"); } the onclick only add/remove the "selected" class to the menu items so... any hint ? been trying eveything for hours and still can't get it neat .. :(

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  • WCF Bidirectional serialization fails

    - by Gena Verdel
    I'm trying to take advantage of Bidirectional serialization of some relational Linq-2-Sql generated entity classes. When using Unidirectional option everything works just fine, bu the moment I add IsReferenceType=true, objects fail to get transported over the tcp binding. Sample code: Entity class: [Table(Name="dbo.Blocks")] [DataContract()] public partial class Block : INotifyPropertyChanging, INotifyPropertyChanged { private static PropertyChangingEventArgs emptyChangingEventArgs = new PropertyChangingEventArgs(String.Empty); private long _ID; private int _StatusID; private string _Name; private bool _IsWithControlPoints; private long _DivisionID; private string _SHAPE; private EntitySet<BlockByWorkstation> _BlockByWorkstations; private EntitySet<PlanningPointAppropriation> _PlanningPointAppropriations; private EntitySet<Neighbor> _Neighbors; private EntitySet<Neighbor> _Neighbors1; private EntitySet<Task> _Tasks; private EntitySet<PlanningPointByBlock> _PlanningPointByBlocks; private EntitySet<ControlPointByBlock> _ControlPointByBlocks; private EntityRef<Division> _Division; private bool serializing; #region Extensibility Method Definitions partial void OnLoaded(); partial void OnValidate(System.Data.Linq.ChangeAction action); partial void OnCreated(); partial void OnIDChanging(long value); partial void OnIDChanged(); partial void OnStatusIDChanging(int value); partial void OnStatusIDChanged(); partial void OnNameChanging(string value); partial void OnNameChanged(); partial void OnIsWithControlPointsChanging(bool value); partial void OnIsWithControlPointsChanged(); partial void OnDivisionIDChanging(long value); partial void OnDivisionIDChanged(); partial void OnSHAPEChanging(string value); partial void OnSHAPEChanged(); #endregion public Block() { this.Initialize(); } [Column(Storage="_ID", AutoSync=AutoSync.OnInsert, DbType="BigInt NOT NULL IDENTITY", IsPrimaryKey=true, IsDbGenerated=true)] [DataMember(Order=1)] public override long ID { get { return this._ID; } set { if ((this._ID != value)) { this.OnIDChanging(value); this.SendPropertyChanging(); this._ID = value; this.SendPropertyChanged("ID"); this.OnIDChanged(); } } } [Column(Storage="_StatusID", DbType="Int NOT NULL")] [DataMember(Order=2)] public int StatusID { get { return this._StatusID; } set { if ((this._StatusID != value)) { this.OnStatusIDChanging(value); this.SendPropertyChanging(); this._StatusID = value; this.SendPropertyChanged("StatusID"); this.OnStatusIDChanged(); } } } [Column(Storage="_Name", DbType="NVarChar(255)")] [DataMember(Order=3)] public string Name { get { return this._Name; } set { if ((this._Name != value)) { this.OnNameChanging(value); this.SendPropertyChanging(); this._Name = value; this.SendPropertyChanged("Name"); this.OnNameChanged(); } } } [Column(Storage="_IsWithControlPoints", DbType="Bit NOT NULL")] [DataMember(Order=4)] public bool IsWithControlPoints { get { return this._IsWithControlPoints; } set { if ((this._IsWithControlPoints != value)) { this.OnIsWithControlPointsChanging(value); this.SendPropertyChanging(); this._IsWithControlPoints = value; this.SendPropertyChanged("IsWithControlPoints"); this.OnIsWithControlPointsChanged(); } } } [Column(Storage="_DivisionID", DbType="BigInt NOT NULL")] [DataMember(Order=5)] public long DivisionID { get { return this._DivisionID; } set { if ((this._DivisionID != value)) { if (this._Division.HasLoadedOrAssignedValue) { throw new System.Data.Linq.ForeignKeyReferenceAlreadyHasValueException(); } this.OnDivisionIDChanging(value); this.SendPropertyChanging(); this._DivisionID = value; this.SendPropertyChanged("DivisionID"); this.OnDivisionIDChanged(); } } } [Column(Storage="_SHAPE", DbType="Text", UpdateCheck=UpdateCheck.Never)] [DataMember(Order=6)] public string SHAPE { get { return this._SHAPE; } set { if ((this._SHAPE != value)) { this.OnSHAPEChanging(value); this.SendPropertyChanging(); this._SHAPE = value; this.SendPropertyChanged("SHAPE"); this.OnSHAPEChanged(); } } } [Association(Name="Block_BlockByWorkstation", Storage="_BlockByWorkstations", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=7, EmitDefaultValue=false)] public EntitySet<BlockByWorkstation> BlockByWorkstations { get { if ((this.serializing && (this._BlockByWorkstations.HasLoadedOrAssignedValues == false))) { return null; } return this._BlockByWorkstations; } set { this._BlockByWorkstations.Assign(value); } } [Association(Name="Block_PlanningPointAppropriation", Storage="_PlanningPointAppropriations", ThisKey="ID", OtherKey="MasterBlockID")] [DataMember(Order=8, EmitDefaultValue=false)] public EntitySet<PlanningPointAppropriation> PlanningPointAppropriations { get { if ((this.serializing && (this._PlanningPointAppropriations.HasLoadedOrAssignedValues == false))) { return null; } return this._PlanningPointAppropriations; } set { this._PlanningPointAppropriations.Assign(value); } } [Association(Name="Block_Neighbor", Storage="_Neighbors", ThisKey="ID", OtherKey="FirstBlockID")] [DataMember(Order=9, EmitDefaultValue=false)] public EntitySet<Neighbor> Neighbors { get { if ((this.serializing && (this._Neighbors.HasLoadedOrAssignedValues == false))) { return null; } return this._Neighbors; } set { this._Neighbors.Assign(value); } } [Association(Name="Block_Neighbor1", Storage="_Neighbors1", ThisKey="ID", OtherKey="SecondBlockID")] [DataMember(Order=10, EmitDefaultValue=false)] public EntitySet<Neighbor> Neighbors1 { get { if ((this.serializing && (this._Neighbors1.HasLoadedOrAssignedValues == false))) { return null; } return this._Neighbors1; } set { this._Neighbors1.Assign(value); } } [Association(Name="Block_Task", Storage="_Tasks", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=11, EmitDefaultValue=false)] public EntitySet<Task> Tasks { get { if ((this.serializing && (this._Tasks.HasLoadedOrAssignedValues == false))) { return null; } return this._Tasks; } set { this._Tasks.Assign(value); } } [Association(Name="Block_PlanningPointByBlock", Storage="_PlanningPointByBlocks", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=12, EmitDefaultValue=false)] public EntitySet<PlanningPointByBlock> PlanningPointByBlocks { get { if ((this.serializing && (this._PlanningPointByBlocks.HasLoadedOrAssignedValues == false))) { return null; } return this._PlanningPointByBlocks; } set { this._PlanningPointByBlocks.Assign(value); } } [Association(Name="Block_ControlPointByBlock", Storage="_ControlPointByBlocks", ThisKey="ID", OtherKey="BlockID")] [DataMember(Order=13, EmitDefaultValue=false)] public EntitySet<ControlPointByBlock> ControlPointByBlocks { get { if ((this.serializing && (this._ControlPointByBlocks.HasLoadedOrAssignedValues == false))) { return null; } return this._ControlPointByBlocks; } set { this._ControlPointByBlocks.Assign(value); } } [Association(Name="Division_Block", Storage="_Division", ThisKey="DivisionID", OtherKey="ID", IsForeignKey=true, DeleteOnNull=true, DeleteRule="CASCADE")] public Division Division { get { return this._Division.Entity; } set { Division previousValue = this._Division.Entity; if (((previousValue != value) || (this._Division.HasLoadedOrAssignedValue == false))) { this.SendPropertyChanging(); if ((previousValue != null)) { this._Division.Entity = null; previousValue.Blocks.Remove(this); } this._Division.Entity = value; if ((value != null)) { value.Blocks.Add(this); this._DivisionID = value.ID; } else { this._DivisionID = default(long); } this.SendPropertyChanged("Division"); } } } public event PropertyChangingEventHandler PropertyChanging; public event PropertyChangedEventHandler PropertyChanged; protected virtual void SendPropertyChanging() { if ((this.PropertyChanging != null)) { this.PropertyChanging(this, emptyChangingEventArgs); } } protected virtual void SendPropertyChanged(String propertyName) { if ((this.PropertyChanged != null)) { this.PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } private void attach_BlockByWorkstations(BlockByWorkstation entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_BlockByWorkstations(BlockByWorkstation entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_PlanningPointAppropriations(PlanningPointAppropriation entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_PlanningPointAppropriations(PlanningPointAppropriation entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_Neighbors(Neighbor entity) { this.SendPropertyChanging(); entity.FirstBlock = this; } private void detach_Neighbors(Neighbor entity) { this.SendPropertyChanging(); entity.FirstBlock = null; } private void attach_Neighbors1(Neighbor entity) { this.SendPropertyChanging(); entity.SecondBlock = this; } private void detach_Neighbors1(Neighbor entity) { this.SendPropertyChanging(); entity.SecondBlock = null; } private void attach_Tasks(Task entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_Tasks(Task entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_PlanningPointByBlocks(PlanningPointByBlock entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_PlanningPointByBlocks(PlanningPointByBlock entity) { this.SendPropertyChanging(); entity.Block = null; } private void attach_ControlPointByBlocks(ControlPointByBlock entity) { this.SendPropertyChanging(); entity.Block = this; } private void detach_ControlPointByBlocks(ControlPointByBlock entity) { this.SendPropertyChanging(); entity.Block = null; } private void Initialize() { this._BlockByWorkstations = new EntitySet<BlockByWorkstation>(new Action<BlockByWorkstation>(this.attach_BlockByWorkstations), new Action<BlockByWorkstation>(this.detach_BlockByWorkstations)); this._PlanningPointAppropriations = new EntitySet<PlanningPointAppropriation>(new Action<PlanningPointAppropriation>(this.attach_PlanningPointAppropriations), new Action<PlanningPointAppropriation>(this.detach_PlanningPointAppropriations)); this._Neighbors = new EntitySet<Neighbor>(new Action<Neighbor>(this.attach_Neighbors), new Action<Neighbor>(this.detach_Neighbors)); this._Neighbors1 = new EntitySet<Neighbor>(new Action<Neighbor>(this.attach_Neighbors1), new Action<Neighbor>(this.detach_Neighbors1)); this._Tasks = new EntitySet<Task>(new Action<Task>(this.attach_Tasks), new Action<Task>(this.detach_Tasks)); this._PlanningPointByBlocks = new EntitySet<PlanningPointByBlock>(new Action<PlanningPointByBlock>(this.attach_PlanningPointByBlocks), new Action<PlanningPointByBlock>(this.detach_PlanningPointByBlocks)); this._ControlPointByBlocks = new EntitySet<ControlPointByBlock>(new Action<ControlPointByBlock>(this.attach_ControlPointByBlocks), new Action<ControlPointByBlock>(this.detach_ControlPointByBlocks)); this._Division = default(EntityRef<Division>); OnCreated(); } [OnDeserializing()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnDeserializing(StreamingContext context) { this.Initialize(); } [OnSerializing()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnSerializing(StreamingContext context) { this.serializing = true; } [OnSerialized()] [System.ComponentModel.EditorBrowsableAttribute(EditorBrowsableState.Never)] public void OnSerialized(StreamingContext context) { this.serializing = false; } } App.config: <?xml version="1.0" encoding="utf-8" ?> <configuration> <system.web> <compilation debug="true" /> </system.web> <!-- When deploying the service library project, the content of the config file must be added to the host's app.config file. System.Configuration does not support config files for libraries. --> <system.serviceModel> <services> <service behaviorConfiguration="debugging" name="DBServicesLibrary.DBService"> </service> </services> <behaviors> <serviceBehaviors> <behavior name="DBServicesLibrary.DBServiceBehavior"> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="True"/> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="False" /> </behavior> <behavior name="debugging"> <serviceDebug includeExceptionDetailInFaults="true"/> </behavior> </serviceBehaviors> </behaviors> </system.serviceModel> </configuration> Host part: ServiceHost svh = new ServiceHost(typeof(DBService)); svh.AddServiceEndpoint( typeof(DBServices.Contract.IDBService), new NetTcpBinding(), "net.tcp://localhost:8000"); Client part: ChannelFactory<DBServices.Contract.IDBService> scf; scf = new ChannelFactory<DBServices.Contract.IDBService>(new NetTcpBinding(),"net.tcp://localhost:8000"); _serv = scf.CreateChannel(); ((IContextChannel)_serv).OperationTimeout = new TimeSpan(0, 5, 0);

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  • Why is mesh baking causing huge performance spikes?

    - by jellyfication
    A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData" In my game, a whole level is a parent object containing multiple ridigbodies with mesh colliders. Every FixedUpdate(), my parent object rotates around the player. Rotating the world causes mesh scaling. Here is the code that handles world rotation. private void Update() { input.update(); Vector3 currentInput = input.GetDirection(); worldParent.rotation = initialRotation; worldParent.DetachChildren(); worldParent.position = transform.position; world.parent = worldParent; worldParent.Rotate(Vector3.right, currentInput.x * 50f); worldParent.Rotate(Vector3.forward, currentInput.z * 50f); } How can I get rid of mesh scaling ? Mesh.Bake physx seems to take effect after some time, is it possible to disable this function ? The profiler looks like this: Bottom-left panel shows data before spikes, the right after

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  • Azure &ndash; Part 6 &ndash; Blob Storage Service

    - by Shaun
    When migrate your application onto the Azure one of the biggest concern would be the external files. In the original way we understood and ensure which machine and folder our application (website or web service) is located in. So that we can use the MapPath or some other methods to read and write the external files for example the images, text files or the xml files, etc. But things have been changed when we deploy them on Azure. Azure is not a server, or a single machine, it’s a set of virtual server machine running under the Azure OS. And even worse, your application might be moved between thses machines. So it’s impossible to read or write the external files on Azure. In order to resolve this issue the Windows Azure provides another storage serviec – Blob, for us. Different to the table service, the blob serivce is to be used to store text and binary data rather than the structured data. It provides two types of blobs: Block Blobs and Page Blobs. Block Blobs are optimized for streaming. They are comprised of blocks, each of which is identified by a block ID and each block can be a maximum of 4 MB in size. Page Blobs are are optimized for random read/write operations and provide the ability to write to a range of bytes in a blob. They are a collection of pages. The maximum size for a page blob is 1 TB.   In the managed library the Azure SDK allows us to communicate with the blobs through these classes CloudBlobClient, CloudBlobContainer, CloudBlockBlob and the CloudPageBlob. Similar with the table service managed library, the CloudBlobClient allows us to reach the blob service by passing our storage account information and also responsible for creating the blob container is not exist. Then from the CloudBlobContainer we can save or load the block blobs and page blobs into the CloudBlockBlob and the CloudPageBlob classes.   Let’s improve our exmaple in the previous posts – add a service method allows the user to upload the logo image. In the server side I created a method name UploadLogo with 2 parameters: email and image. Then I created the storage account from the config file. I also add the validation to ensure that the email passed in is valid. 1: var storageAccount = CloudStorageAccount.FromConfigurationSetting("DataConnectionString"); 2: var accountContext = new DynamicDataContext<Account>(storageAccount); 3:  4: // validation 5: var accountNumber = accountContext.Load() 6: .Where(a => a.Email == email) 7: .ToList() 8: .Count; 9: if (accountNumber <= 0) 10: { 11: throw new ApplicationException(string.Format("Cannot find the account with the email {0}.", email)); 12: } Then there are three steps for saving the image into the blob service. First alike the table service I created the container with a unique name and create it if it’s not exist. 1: // create the blob container for account logos if not exist 2: CloudBlobClient blobStorage = storageAccount.CreateCloudBlobClient(); 3: CloudBlobContainer container = blobStorage.GetContainerReference("account-logo"); 4: container.CreateIfNotExist(); Then, since in this example I will just send the blob access URL back to the client so I need to open the read permission on that container. 1: // configure blob container for public access 2: BlobContainerPermissions permissions = container.GetPermissions(); 3: permissions.PublicAccess = BlobContainerPublicAccessType.Container; 4: container.SetPermissions(permissions); And at the end I combine the blob resource name from the input file name and Guid, and then save it to the block blob by using the UploadByteArray method. Finally I returned the URL of this blob back to the client side. 1: // save the blob into the blob service 2: string uniqueBlobName = string.Format("{0}_{1}.jpg", email, Guid.NewGuid().ToString()); 3: CloudBlockBlob blob = container.GetBlockBlobReference(uniqueBlobName); 4: blob.UploadByteArray(image); 5:  6: return blob.Uri.ToString(); Let’s update a bit on the client side application and see the result. Here I just use my simple console application to let the user input the email and the file name of the image. If it’s OK it will show the URL of the blob on the server side so that we can see it through the web browser. Then we can see the logo I’ve just uploaded through the URL here. You may notice that the blob URL was based on the container name and the blob unique name. In the document of the Azure SDK there’s a page for the rule of naming them, but I think the simple rule would be – they must be valid as an URL address. So that you cannot name the container with dot or slash as it will break the ADO.Data Service routing rule. For exmaple if you named the blob container as Account.Logo then it will throw an exception says 400 Bad Request.   Summary In this short entity I covered the simple usage of the blob service to save the images onto Azure. Since the Azure platform does not support the file system we have to migrate our code for reading/writing files to the blob service before deploy it to Azure. In order to reducing this effort Microsoft provided a new approch named Drive, which allows us read and write the NTFS files just likes what we did before. It’s built up on the blob serivce but more properly for files accessing. I will discuss more about it in the next post.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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