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  • How should I start refactoring my mostly-procedural C++ application?

    - by oob
    We have a program written in C++ that is mostly procedural, but we do use some C++ containers from the standard library (vector, map, list, etc). We are constantly making changes to this code, so I wouldn't call it a stagnant piece of legacy code that we can just wrap up. There are a lot of issues with this code making it harder and harder for us to make changes, but I see the three biggest issues being: Many of the functions do more (way more) than one thing We violate the DRY principle left and right We have global variables and global state up the wazoo. I was thinking we should attack areas 1 and 2 first. Along the way, we can "de-globalize" our smaller functions from the bottom up by passing in information that is currently global as parameters to the lower level functions from the higher level functions and then concentrate on figuring out how to removing the need for global variables as much as possible. I just finished reading Code Complete 2 and The Pragmatic Programmer, and I learned a lot, but I am feeling overwhelmed. I would like to implement unit testing, change from a procedural to OO approach, automate testing, use a better logging system, fully validate all input, implement better error handling and many other things, but I know if we start all this at once, we would screw ourselves. I am thinking the three I listed are the most important to start with. Any suggestions are welcome. We are a team of two programmers mostly with experience with in-house scripting. It is going to be hard to justify taking the time to refactor, especially if we can't bill the time to a client. Believe it or not, this project has been successful enough to keep us busy full time and also keep several consultants busy using it for client work.

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  • BoundingSpheres move when they should not

    - by NDraskovic
    I have a XNA 4.0 project in which I load a file that contains type and coordinates of items I need to draw to the screen. Also I need to check if one particular type (the only movable one) is passing in front or trough other items. This is the code I use to load the configuration: if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L)) { this.GraphicsDevice.Clear(Color.CornflowerBlue); Otvaranje.ShowDialog(); try { using (StreamReader sr = new StreamReader(Otvaranje.FileName)) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfere.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } } } catch (Exception ex) { Window.Title = ex.ToString(); } } The "Otvaranje" is an OpenFileDialog object, "elementi" is a List (determines the type of item that would be drawn), podatci is a List (determines the location where the items will be drawn) and sfere is a List. Now I solved the picking algorithm (checking for ray and bounding sphere intersection) and it works fine, but the collision detection does not. I noticed, while using picking, that BoundingSphere's move even though the objects that they correspond to do not. The movable object is drawn to the world1 Matrix, and the static objects are drawn into the world2 Matrix (world1 and world2 have the same values, I just separated them so that the static elements would not move when the movable one does). The problem is that when I move the item I want, all boundingSpheres move accordingly. How can I move only the boundingSphere that corresponds to that particular item, and leave the rest where they are?

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  • Is Moving Entity Framework objects over a webservice really the best way?

    - by aceinthehole
    I've inherited a .NET project that has close to 2 thousand clients out in the field that need to push data periodically up to a central repository. The clients wake up and attempt to push the data up via a series of WCF webservices where they are passing each entity framework entity as parameter. Once the service receives this object, it preforms some business logic on the data, and then turns around and sticks it in it's own database that mirrors the database on the client machines. The trick is, is that this data is being transmitted over a metered connection, which is very expensive. So optimizing the data is a serious priority. Now, we are using a custom encoder that compresses the data (and decompresses it on the other end) while it is being transmitted, and this is reducing the data footprint. However, the amount of data that the clients are using, seem ridiculously large, given the amount of information that is actually being transmitted. It seems me that entity framework itself may be to blame. I'm suspecting that the objects are very large when serialized to be sent over wire, with a lot context information and who knows what else, when what we really need is just the 'new' inserts. Is using the entity framework and WCF services as we have done so far the correct way, architecturally, of approaching this n-tiered, asynchronous, push only problem? Or is there a different approach, that could optimize the data use?

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  • Beta Period Closed for "Java EE 6 JavaServer Faces Developer Certified Expert Exam" Certification Exam (1Z1-896)

    - by Brandye Barrington
    The beta period is closed for Java EE 6 JavaServer Faces Developer Certified Expert Exam (Exam 1Z1-896), and registration is now open for the production version of the exam. Passing this exam leads to the Oracle Certified Expert, Java EE 6 JavaServer Faces Developer certification. Earning a JavaServer Faces certification can help you deliver lower cost and faster time to market by allowing the experienced Java developer to take the web page from conception to delivery, removing the need for multiple collaboration with web designers and developers. With the range of products built on JSF, developing an expertise through certification on this technology can open the door to a variety of opportunities and give you an edge over your peers. This certification is also a valuable addition to your existing Java EE 5 and EE 6 certifications, increasing your marketable skills and solidifying your credibility. While training is not required for certification, the Java EE 6: Develop Web Applications with JSF course from Oracle University, can expedite you towards your certification. Visit pearsonvue.com/oracle and register for exam 1Z0-896. You can get all preparation details, including exam objectives, number of questions, time allotments, and pricing on the Oracle Certification website. QUICK LINKS: Certification Track: Oracle Certified Expert, Java EE 6 JavaServer Faces Developer Certification Exam: Java EE 6 JavaServer Faces Developer Certified Expert Exam (1Z1-896) Recommended Training: Java EE 6: Develop Web Applications with JSF Certification Website: About Beta Exams Register Now: Pearson VUE

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  • How to Avoid a Busy Loop Inside a Function That Returns the Object That's Being Waited For

    - by Carl Smith
    I have a function which has the same interface as Python's input builtin, but it works in a client-server environment. When it's called, the function, which runs in the server, sends a message to the client, asking it to get some input from the user. The user enters some stuff, or dismisses the prompt, and the result is passed back to the server, which passes it to the function. The function then returns the result. The function must work like Python's input [that's the spec], so it must block until it has the result. This is all working, but it uses a busy loop, which, in practice, could easily be spinning for many minutes. Currently, the function tells the client to get the input, passing an id. The client returns the result with the id. The server puts the result in a dictionary, with the id as the key. The function basically waits for that key to exist. def input(): '''simplified example''' key = unique_key() tell_client_to_get_input(key) while key not in dictionary: pass return dictionary.pop(pin) Using a callback would be the normal way to go, but the input function must block until the result is available, so I can't see how that could work. The spec can't change, as Python will be using the new input function for stuff like help and pdb, which provide their own little REPLs. I have a lot of flexibility in terms of how everything works overall, but just can't budge on the function acting exactly like Python's. Is there any way to return the result as soon as it's available, without the busy loop?

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  • Ubuntu 12.04 takes too long to boot

    - by msPeachy
    I've recently encountered the following error message: mount: mounting /dev/disk/by-uuid/3f7f5cd9d-6ea3-4da7-b5ec-**** on /root failed: Invalid argument mount: mounting /sys on /root/sys failed: No such file or directory mount: mounting /dev on /root/dev failed: No such file or directory mount: mounting /sys on /root/sys failed: No such file or directory mount: mounting /proc on /root/proc failed: No such file or directory Target file system doesn't have /sbin/init. No init found. Try passing init= bootarg. Busybox v1.18.5 (Ubuntu 1:1.18.5-1ubuntu4) built-in shell (ash) Enter 'help' for a list of built-in commands. (initramfs) _ I run sudo fsck /dev/sda2 which is the Ubuntu ext4 root partition via LiveCD. It checked and fixed the file system. The next time I boot, Ubuntu started to load with the Ubuntu logo and the dots underneath for several hours (with the mouse pointer active on the screen), I even let the computer on overnight but still it did not successfully boot or got to the login screen in the morning. I booted again with the LiveCD and checked the NTFS partitions with ntfsfix and again the NTFS partitions was checked and fixed successfully. I also edited my fstab and commented out the lines that auto-mounts the NTFS partitions. The next time I boot, it took almost 20 minutes for Ubuntu to get to the login screen, after typing the password it took an additional 10 minutes for Ubuntu to get to the desktop. On the desktop, it take several minutes to open any program, displaying the Dash alone takes 5 minutes! Is there a fix for this without having to reinstall Ubuntu? I don't see or get any errors, Ubuntu is just taking too long to boot and to run programs. Please help!

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  • Client/Server game even in solo: any big problem?

    - by Klaim
    I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and actions taken shouldn't be as massive and immediate as in a FPS, so you can also think the networking like for an RTS. It's a PC game, targetting Windows, MacOSX and Linux (Ubuntu & Fedora). It's programmed in C++, using a variety of open source libraries, so I have great (potential) control over the performances. So far I always considered that just making the game work with two applications, client & server, even in solo mode was ok. However, as I'm in the process of starting the network code I'm having doubts about if it's a good idea. I'm not a specialist so I might be missing something in my analysis. I see these pros and cons: Pros: The game works only one way so if I fix a bug it should apply on all game modes, whatever the distance with the server is; Basic networking issues would be detected early, including behaviour with the protection softwares (firewall) installed (i am not specialist so this might be wrong); Cons: I suppose that even if it should be really fast enough, networking client and server on the same computer would still be slower than no networking and message passing in (one) process memory. Maybe debugging would be more difficult? I don't have experience in this case but so far I assume that debugging with Visual Studio allows me to debug multiple process so it shouldn't be really different. Also, remote debugging. My question is: is there a big disadvantage that I missed? Or maybe there are advantages that I missed and that should encourage me to just continue with only client-server game sessions?

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  • Is this the correct approach to an OOP design structure in php?

    - by Silver89
    I'm converting a procedural based site to an OOP design to allow more easily manageable code in the future and so far have created the following structure: /classes /templates index.php With these classes: ConnectDB Games System User User -Moderator User -Administrator In the index.php file I have code that detects if any $_GET values are posted to determine on which page content to build (it's early so there's only one example and no default): function __autoload($className) { require "classes/".strtolower($className).".class.php"; } $db = new Connect; $db->connect(); $user = new User(); if(isset($_GET['gameId'])) { System::buildGame($gameId); } This then runs the BuildGame function in the system class which looks like the following and then uses gets in the Game Class to return values, such as $game->getTitle() in the template file template/play.php: function buildGame($gameId){ $game = new Game($gameId); $game->setRatio(900, 600); require 'templates/play.php'; } I also have .htaccess so that actual game page url works instead of passing the parameters to index.php Are there any major errors of how I'm setting this up or do I have the general idea of OOP correct?

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  • Most common parts of a SELECT SQL query?

    - by jnrbsn
    I'm writing a function that generates a SELECT SQL query. (I'm not looking for a tool that already does this.) My function currently takes the following arguments which correspond to different parts of the SELECT query (the base table name is already known): where order fields joins group limit All of these arguments will be optional so that the function generates something like this by default: SELECT * FROM `table_name` I want to order the arguments so that the most often used parts of a SELECT query are first. That way the average call to the function will use as few of the arguments as possible rather than passing a null value or something like that to skip an argument. For example, if someone wanted to use the 1st and 3rd arguments but not the rest, they might have to pass a null value as the 2nd argument in order to skip it. So, for general purpose use, how should I order the arguments? Edit: To be more precise, out of the query parts I listed above, what is the order from most used to least used? Also, I'm not looking for solutions that allow me to not have to specify the order. Edit #2: The "fields" argument will default to "*" (i.e all fields/columns).

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  • Installing datacommons from sunlight

    - by Newben
    I know strictly nothing from python and I am installing datacommons from the sunlightlabs. So I followed step by step the README.md https://github.com/sunlightlabs/datacommons First, it is said in the doc to add to the virtualenv dc_data, dc_matcchbox but I didn't find them. But I went to the final step to run ./manage.py runserver so I had the following message : (datacommons)newben@newben-VirtualBox:~/share-ubuntu/sunlightlabs-datacommons-e3ff1a3$ ./manage.py runserver fatal: Not a git repository (or any parent up to mount parent /home/mbenchoufi) Stopping at filesystem boundary (GIT_DISCOVERY_ACROSS_FILESYSTEM not set). Error: Can't find the file 'settings.py' in the directory containing './manage.py'. It appears you've customized things. You'll have to run django-admin.py, passing it your settings module. (If the file settings.py does indeed exist, it's causing an ImportError somehow.) In the 'sunlightlabs-datacommons-e3ff1a3' folder, I downloaded and put the files from github. By the way I didin't understand how to deal with the settings file. Could someone help me understand how to install datacommons ?

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  • How to make other semantics behave like SV_Position?

    - by object
    I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of the values based on the semantic? I've compiled a barebones pair of shaders which should illustrate the problem. Vertex shader : struct Vertex { float3 position : POSITION; }; struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; cbuffer Matrices { matrix projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), projection); output.light_position = output.position; // We simply pass the same vector in screenspace through different semantics. return output; } And a simple pixel shader to go along with it: struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; float4 RenderPixelShader(Pixel input) : SV_Target { // At this point, (input.position.z / input.position.w) is a normal depth value. // However, (input.light_position.z / input.light_position.w) is 0.999f or similar. // If the primitive is touching the near plane, it very quickly goes to 0. return (0.0f).rrrr; } How is it possible to make the hardware treat light_position in the same way which position is being treated between the vertex and pixel shaders? EDIT: Aha! (input.position.z) without dividing by W is the same as (input.light_position.z / input.light_position.w). Not sure why this is.

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  • How to pass dynamic information between a form and a service? [closed]

    - by qminator
    I have a design problem and hopefully the braintrust which is stack exchange can help. I have a generic form, which loads a dataset and displays it. It never has direct knowledge of what it contains but can pass it to a service for manipulation (via an Onclick event for example). However, the form might need to alter its behaviour based on the manipulation by the service. Example: The service realises this dataset requires sending of an email by the user and needs to send an instruction to the form to open up a mail form. My idea is thus: I'm thinking about passing back some type of key/name dictionary, filled with commands which the service requires. They could then be interpeted by the form without it need to reference something specific. Example: IF the service decides that the dataset needs to refresh it would send back a key/name pair, I might even be able to chain commands. Refreshing the dataset and sending a mail. Refresh / "Foo" Mail / "[email protected]" The form would reference an action explicitly (Refresh or Mail) but not the instructions themselves. Is this a valid idea or am I wasting time?

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  • Approach to Authenticate Clients to TCP Server

    - by dab
    I'm writing a Server/Client application where clients will connect to the server. What I want to do, is make sure that the client connecting to the server is actually using my protocol and I can "trust" the data being sent from the client to the server. What I thought about doing is creating a sort of hash on the client's machine that follows a particular algorithm. What I did in a previous version was took their IP address, the client version, and a few other attributes of the client and sent it as a calculated hash to the server, who then took their IP, and the version of the protocol the client claimed to be using, and calculated that number to see if they matched. This works ok until you get clients that connect from within a router environment where their internal IP is different from their external IP. My fix for this was to pass the client's internal IP used to calculate this hash with the authentication protocol. My fear is this approach is not secure enough. Since I'm passing the data used to create the "auth hash". Here's an example of what I'm talking about: Client IP: 192.168.1.10, Version: 2.4.5.2 hash = 2*4*5*1 * (1+9+2) * (1+6+8) * (1) * (1+0) Client Connects to Server client sends: auth hash ip version Server calculates that info, and accepts or denies the hash. Before I go and come up with another algorithm to prove a client can provide data a server (or use this existing algorithm), I was wondering if there are any existing, proven, and secure systems out there for generating a hash that both sides can generate with general knowledge. The server won't know about the client until the very first connection is established. The protocol's intent is to manage a network of clients who will be contributing data to the server periodically. New clients will be added simply by connecting the client to the server and "registering" with the server. So a client connects to the server for the first time, and registers their info (mac address or some other kind of unique computer identifier), then when they connect again, the server will recognize that client as a previous person and associate them with their data in the database.

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  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

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  • MVVM and service pattern

    - by alfa-alfa
    I'm building a WPF application using the MVVM pattern. Right now, my viewmodels calls the service layer to retrieve models (how is not relevant to the viewmodel) and convert them to viewmodels. I'm using constructor injection to pass the service required to the viewmodel. It's easily testable and works well for viewmodels with few dependencies, but as soon as I try to create viewModels for complex models, I have a constructor with a LOT of services injected in it (one to retrieve each dependencies and a list of all available values to bind to an itemsSource for example). I'm wondering how to handle multiple services like that and still have a viewmodel that I can unit test easily. I'm thinking of a few solutions: Creating a services singleton (IServices) containing all the available services as interfaces. Example: Services.Current.XXXService.Retrieve(), Services.Current.YYYService.Retrieve(). That way, I don't have a huge constructor with a ton of services parameters in them. Creating a facade for the services used by the viewModel and passing this object in the ctor of my viewmodel. But then, I'll have to create a facade for each of my complexe viewmodels, and it might be a bit much... What do you think is the "right" way to implement this kind of architecture ?

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  • Expected time for lazy evaluation with nested functions?

    - by Matt_JD
    A colleague and I are doing a free R course, although I believe this is a more general lazy evaluation issue, and have found a scenario that we have discussed briefly and I'd like to find out the answer from a wider community. The scenario is as follows (pseudo code): wrapper => function(thing) { print => function() { write(thing) } } v = createThing(1, 2, 3) w = wrapper(v) v = createThing(4, 5, 6) w.print() // Will print 4, 5, 6 thing. v = create(7, 8, 9) w.print() // Will print 4, 5, 6 because "thing" has now been evaluated. Another similar situation is as follows: // Using the same function as above v = createThing(1, 2, 3) v = wrapper(v) w.print() // The wrapper function incestuously includes itself. Now I understand why this happens but where my colleague and I differ is on what should happen. My colleague's view is that this is a bug and the evaluation of the passed in argument should be forced at the point it is passed in so that the returned "w" function is fixed. My view is that I would prefer his option myself, but that I realise that the situation we are encountering is down to lazy evaluation and this is just how it works and is more a quirk than a bug. I am not actually sure of what would be expected, hence the reason I am asking this question. I think that function comments could express what will happen, or leave it to be very lazy, and if the coder using the function wants the argument evaluated then they can force it before passing it in. So, when working with lazy evaulation, what is the practice for the time to evaluate an argument passed, and stored, inside a function?

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  • In developing a soap client proxy, which return structure is easier to use and more sensible?

    - by cori
    I'm writing (in PHP) a client/proxy for a SOAP web service. The return types are consistently wrapped in response objects that contain the return values. In many cases this make a lot of sense - for instance when multiple values are being returned: GetDetailsResponse Object ( Results Object ( [TotalResults] => 10 [NextPage] => 2 ) [Details] => Array ( [0] => Detail Object ( [Id] => 1 ) ) ) But some of the methods return a single scalar value or a single object or array wrapped in a response object: GetThingummyIdResponse Object ( [ThingummyId] => 42 ) In some cases these objects might be pretty deep, so getting at properties within requires drilling down several layers: $response->Details->Detail[0]->Contents->Item[5]->Id And if I unwrap them before passing them back I can strip out a layer from consumers' code. I know I'm probably being a little bit of an Architecture Astronaut here, but the latter style really bug me, so I've been working through my code to have my proxy methods just return the scalar value to the client code where there's no absolute need for a wrapper object. My question is, am I actually making things more difficult for the consumers of my code? Would I be better off just leaving the return values wrapped in response objects so that everything is consistent, or is removing unneccessary layers of indirection/abstraction worthwhile?

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  • loading a heightmap as texture in shader

    - by wtherapy
    I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ). I have uploaded the texture via normal texture loading: glEnable( GL_TEXTURE_2D ); glGenTextures( 1, &m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glBindTexture( GL_TEXTURE_2D , m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB32F, unW + 1, unH + 1, 0, GL_RGB, GL_FLOAT, pvBytes ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); as a parenthesis, the debug output is: Err 500 Err 0 Err 0 Err 0 Err 500 Err 500 Err 0 Err 0 pvBytes is a 256x256 array of typedef struct _tGradientHeightCell { float v; float px; float py; } TGradientHeightCell, *LPTGradientHeightCell; then, m_ugl_HeightMapTexture = glGetUniformLocation(m_uglProgram, "TexHeightMap"); I load it via: glEnable(GL_TEXTURE_2D ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D , pTexture->GetID()); glUniform1i(m_ugl_HeightMapTexture, 0); in shader, I just access it: uniform sampler2D TexHeightMap; vec4 GetVertCellParameters( uint i, uint j ) { return texture( TexHeightMap, vec2( i, j ) ); } vec4 vH00 = GetVertCellParameters( i, j ); My problem is that, when passing negative values in one of the values in TGradientHeightCell ( v, px, py ), the texture is corrupted. I need the values to be passed exact as I have them in memory. Any help appreciated.

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  • Value my C++ knowledge

    - by PirateOwh
    I have only followed antiRTFM tutorials and read 2 books So, I'll list the things I know better : basic input output and all the variables : integers ( signed unsigned ), float, double, char arrays if, for, while, switch functions, and passing variables to functions and return type thing classes and the concept of oop with separating declaration and definition in the header and in the source pointers so this and some more i think is all i know of C++.. But, i need some exercises to test my knowledge because i want to move on to the library SDL, so I don't know if i should feel ready or not to move on to something totally different.. I feel I should know the basics for good at least. So the question is : How can i value my c++ knowledge? Is there any online tests? Is there any GDD ( Game Design Document ) for free to use and see if i can manage to do it so "i'd pass" ? ( I'm saying GDD since ill move on to SDL and try to make my own game ) When should I move to SDL? What are ALL the things I should "master" ( master is a big word to say.. but so you understand what i mean ) before moving on ? Please I'm really in need of expert advice. I think my question is detailed so i hope you understand what i mean and can give me a good reply. Thanks for the help!

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  • SDL beginner: create Rectangle surface filled with color

    - by user3689
    im learning SDL , i like to create Rectangle surface with color that is not image . here is my code that compiles fine but dosnt work : im passing the function this params: SDL_Surface* m_screen = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_SWSURFACE); SDL_FillRect(m_screen,&m_screen->clip_rect,SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF)); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } what im doing here wrong ?

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  • Implementing Explosions

    - by Xkynar
    I want to add explosions to my 2D game, but im having a hard time with the architecture. Several game elements might be responsible for explosions, like, lets say, explosive barrels and bullets (and there might be chain reactions with close barrels). The only options i can come up with are: 1 - Having an array of explosions and treat them as a game element as important as any other Pros: Having a single array which is updated and drawn with all the other game element arrays makes it more organized and simple to update, and the explosive barrels at a first glance would be easy to create, simply by passing the explosion array as a pointer to each explosive barrel constructor Cons: It might be hard for the bullets to add an explosion to the vector, since bullets are shot by a Weapon class which is located in every mob, so lets say, if i create a new enemy and add it to the enemy array, that enemy will have a weapon and functions to be able to use it, and if i want the weapon (rocket launcher in this case) to have access to the explosions array to be able to add a new one, id have to pass the explosion array as a pointer to the enemy, which would then pass it to the weapon, which would pass it to the bullets (ugly chain). Another problem I can think of is a little more weird: If im checking the collisions between explosions and barrels (so i create a chain reaction) and i detect an explosion colliding with a barrel, if i add a new explosion while im iterating the explosions java will trow an exception. So this is kinda annoying, i cant iterate through the explosions and add a new explosion, i must do it in another way... The other way which isnt really well thought yet is to just add an explosive component to every element that might explode so that when it dies, it explodes or something, but i dont have good ways on implementing this theory either Honestly i dont like either the solutions so id like to know how is it usually done by actual game developers, sorry if my problem seems trivial and dumb.

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  • How can I create a rectangular SDL surface filled with a particular color?

    - by user3689
    I'm learning SDL. I'd like to create rectangular surface filled with a flat color (not an image). Below is my code -- it compiles fine, but doesn't work. I'm passing the function these parameters: SDL_Surface* m_screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); SDL_FillRect( m_screen, &m_screen->clip_rect, SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF) ); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } What am I doing wrong here?

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  • Should developers do their own software releases (if there is a prod support team in place)?

    - by leora
    I know there are going to always be differences depending on the particular size, staff etc, but i wanted to get feedback in general around: In an environment where you have a production support team doing first line support and release management, is it better to simply have developers manage their own releases instead? In this case, its internal software at an insurance company but the question should be valid at any company, size, etc I think. Currently, we have our production team do releases but there is an argument that its inefficient and that if you allowed developers the ability to do it, they will focus more on making it simple and efficient and avoid basically passing on scripts, etc to run to another team. The counter argument is that if you don't have a check and balance, you could get a software team (or an individual) that doesn't a very hacky job about getting their software out there (making on the fly changes, not documenting the process, etc) and that by forcing the prod support team to do the actual release, it enforces consistency and proper checks and balances. I know this is not a black or white issue but I wanted to see what folks thought on this so the discipline and consistency is there but without the feeling that an inefficient process is in place.

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  • UpdateModel() fails after migration from MVC 1.0 to MVC 2.0

    - by Alastair Pitts
    We are in the process of migrating our ASP.NET MVC 1.0 web app to MVC 2.0 but we have run into a small snag. In our report creation wizard, it is possible leave the Title text box empty and have it be populated with a generic title (in the post action). The code that does the update on the model of the Title is: if (TryUpdateModel(reportToEdit, new[] { "Title" })) { //all ok here try to create (custom validation and attach to graph to follow) //if title is empty get config subject if (reportToEdit.Title.Trim().Length <= 0) reportToEdit.Title = reportConfiguration.Subject; if (!_service.CreateReport(1, reportToEdit, SelectedUser.ID, reportConfigID, reportCategoryID, reportTypeID, deviceUnitID)) return RedirectToAction("Index"); } In MVC 1.0, this works correctly,the reportToEdit has an empty title if the textbox is empty, which is then populated with the Subject property. In MVC 2.0 this fails/returns false. If I add the line above: UpdateModel(reportToEdit, new[] { "Title" }); it throws System.InvalidOperationException was unhandled by user code Message="The model of type 'Footprint.Web.Models.Reports' could not be updated." Source="System.Web.Mvc" StackTrace: at System.Web.Mvc.Controller.UpdateModel[TModel](TModel model, String prefix, String[] includeProperties, String[] excludeProperties, IValueProvider valueProvider) at System.Web.Mvc.Controller.UpdateModel[TModel](TModel model, String[] includeProperties) at Footprint.Web.Controllers.ReportsController.Step1(FormCollection form) in C:\TFS Workspace\ExtBusiness_Footprint\Branches\apitts_uioverhaul\Footprint\Footprint.Web\Controllers\ReportsController.cs:line 398 at lambda_method(ExecutionScope , ControllerBase , Object[] ) at System.Web.Mvc.ActionMethodDispatcher.Execute(ControllerBase controller, Object[] parameters) at System.Web.Mvc.ReflectedActionDescriptor.Execute(ControllerContext controllerContext, IDictionary`2 parameters) at System.Web.Mvc.ControllerActionInvoker.InvokeActionMethod(ControllerContext controllerContext, ActionDescriptor actionDescriptor, IDictionary`2 parameters) at System.Web.Mvc.ControllerActionInvoker.<>c__DisplayClassd.<InvokeActionMethodWithFilters>b__a() at System.Web.Mvc.ControllerActionInvoker.InvokeActionMethodFilter(IActionFilter filter, ActionExecutingContext preContext, Func`1 continuation) InnerException: Reading the MVC2 Release notes I see this breaking change: Every property for model objects that use IDataErrorInfo to perform validation is validated, regardless of whether a new value was set. In ASP.NET MVC 1.0, only properties that had new values set would be validated. In ASP.NET MVC 2, the Error property of IDataErrorInfo is called only if all the property validators were successful. but I'm confused how this is affecting me. I'm using the entity framework generated classes. Can anyone pinpoint why this is failing?

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  • GlassFish Security Realm, Active Directory and Referral

    - by Allan Lykke Christensen
    I've setup up a Security Realm in Glassfish to authenticate against an Active Directory server. The configuration of the realm is as follows: Class Name: com.sun.enterprise.security.auth.realm.ldap.LDAPRealm JAAS context: ldapRealm Directory: ldap://172.16.76.10:389/ Base DN: dc=smallbusiness,dc=local search-filter: (&(objectClass=user)(sAMAccountName=%s)) group-search-filter: (&(objectClass=group)(member=%d)) search-bind-dn: cN=Administrator,CN=Users,dc=smallbusiness,dc=local search-bind-password: abcd1234! The realm is functional and I can log-in, but when ever I log in I get the following error in the log: SEC1106: Error during LDAP search with filter [(&(objectClass=group)(member=CN=Administrator,CN=Users,dc=smallbusiness,dc=local))]. SEC1000: Caught exception. javax.naming.PartialResultException: Unprocessed Continuation Reference(s); remaining name 'dc=smallbusiness,dc=local' at com.sun.jndi.ldap.LdapCtx.processReturnCode(LdapCtx.java:2820) .... .... ldaplm.searcherror While searching for a solution I found that it was recommended to add java.naming.referral=follow to the properties of the realm. However, after I add this it takes 20 minutes for GlassFish to authenticate against Active Directory. I suspect it is a DNS problem on the Active Directory server. The Active Directory server is a vanilla Windows Server 2003 setup in a Virtual Machine. Any help/recommendation is highly appreciated!

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