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  • Use Excel Color Scale Formatting with Text

    - by stumpylog
    I use Excel sheets to track the status of tasks through a set of discrete statuses. I'd like to be able to format these automatically, with the start being red, the end being green and progressing through the combination colors in the middle. Status1 (Red) Status2 (More Red than Green) Status3 (More Green than Red) Status4 (Green) The "Color Scales" option under Conditional Formatting seems like it could be made to work, but it wants numbers. So, my question, can it be done? Using conditional formatting or other formulas to achieve the desired affect?

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  • HP ML150 G6 upgrading RAM/CPU beyond specs?

    - by Morten Green Hermansen
    I am being told that some limits on some HP servers can be crossed. Do any of you have any experience with that? A ML150/G6 is limited to 48GB RAM but I have been talking to a German company that guaranties me that this server will be able to be upgraded to 384GB RAM (using 32GB memory modules and 2 CPUs) http://www.compuram.de/en/memory,HP+%28-Compaq%29,Server,Proliant,ML150+G6.htm Can this really be true? The server that I have is using E5504 CPUs but will I be able to upgrade to any CPU that is using a LGA1366 socket? All from a low wattage L5640 all the way to the 6 core, high wattage versions like an X5650? (If cooling and power is adequate ofcause). Is there any limitation with powerregulators and chipset (Intel 5500). I am looking forward to any reply. Thanks in advance and best regards, - Morten Green Hermansen, Fanitas

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  • Gimp: change one colour to another?

    - by AP257
    Simple to explain: possibly not so simple to do. In Gimp, I have a green button GIF image: it shades from dark green to light green, against a transparent background. I would like to change it to blue, and keep the shading, so it shades from dark blue to light blue. Anyone know how I can do this? Can't find an explanation by Googling! Thanks.

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  • PTLQueue : a scalable bounded-capacity MPMC queue

    - by Dave
    Title: Fast concurrent MPMC queue -- I've used the following concurrent queue algorithm enough that it warrants a blog entry. I'll sketch out the design of a fast and scalable multiple-producer multiple-consumer (MPSC) concurrent queue called PTLQueue. The queue has bounded capacity and is implemented via a circular array. Bounded capacity can be a useful property if there's a mismatch between producer rates and consumer rates where an unbounded queue might otherwise result in excessive memory consumption by virtue of the container nodes that -- in some queue implementations -- are used to hold values. A bounded-capacity queue can provide flow control between components. Beware, however, that bounded collections can also result in resource deadlock if abused. The put() and take() operators are partial and wait for the collection to become non-full or non-empty, respectively. Put() and take() do not allocate memory, and are not vulnerable to the ABA pathologies. The PTLQueue algorithm can be implemented equally well in C/C++ and Java. Partial operators are often more convenient than total methods. In many use cases if the preconditions aren't met, there's nothing else useful the thread can do, so it may as well wait via a partial method. An exception is in the case of work-stealing queues where a thief might scan a set of queues from which it could potentially steal. Total methods return ASAP with a success-failure indication. (It's tempting to describe a queue or API as blocking or non-blocking instead of partial or total, but non-blocking is already an overloaded concurrency term. Perhaps waiting/non-waiting or patient/impatient might be better terms). It's also trivial to construct partial operators by busy-waiting via total operators, but such constructs may be less efficient than an operator explicitly and intentionally designed to wait. A PTLQueue instance contains an array of slots, where each slot has volatile Turn and MailBox fields. The array has power-of-two length allowing mod/div operations to be replaced by masking. We assume sensible padding and alignment to reduce the impact of false sharing. (On x86 I recommend 128-byte alignment and padding because of the adjacent-sector prefetch facility). Each queue also has PutCursor and TakeCursor cursor variables, each of which should be sequestered as the sole occupant of a cache line or sector. You can opt to use 64-bit integers if concerned about wrap-around aliasing in the cursor variables. Put(null) is considered illegal, but the caller or implementation can easily check for and convert null to a distinguished non-null proxy value if null happens to be a value you'd like to pass. Take() will accordingly convert the proxy value back to null. An advantage of PTLQueue is that you can use atomic fetch-and-increment for the partial methods. We initialize each slot at index I with (Turn=I, MailBox=null). Both cursors are initially 0. All shared variables are considered "volatile" and atomics such as CAS and AtomicFetchAndIncrement are presumed to have bidirectional fence semantics. Finally T is the templated type. I've sketched out a total tryTake() method below that allows the caller to poll the queue. tryPut() has an analogous construction. Zebra stripping : alternating row colors for nice-looking code listings. See also google code "prettify" : https://code.google.com/p/google-code-prettify/ Prettify is a javascript module that yields the HTML/CSS/JS equivalent of pretty-print. -- pre:nth-child(odd) { background-color:#ff0000; } pre:nth-child(even) { background-color:#0000ff; } border-left: 11px solid #ccc; margin: 1.7em 0 1.7em 0.3em; background-color:#BFB; font-size:12px; line-height:65%; " // PTLQueue : Put(v) : // producer : partial method - waits as necessary assert v != null assert Mask = 1 && (Mask & (Mask+1)) == 0 // Document invariants // doorway step // Obtain a sequence number -- ticket // As a practical concern the ticket value is temporally unique // The ticket also identifies and selects a slot auto tkt = AtomicFetchIncrement (&PutCursor, 1) slot * s = &Slots[tkt & Mask] // waiting phase : // wait for slot's generation to match the tkt value assigned to this put() invocation. // The "generation" is implicitly encoded as the upper bits in the cursor // above those used to specify the index : tkt div (Mask+1) // The generation serves as an epoch number to identify a cohort of threads // accessing disjoint slots while s-Turn != tkt : Pause assert s-MailBox == null s-MailBox = v // deposit and pass message Take() : // consumer : partial method - waits as necessary auto tkt = AtomicFetchIncrement (&TakeCursor,1) slot * s = &Slots[tkt & Mask] // 2-stage waiting : // First wait for turn for our generation // Acquire exclusive "take" access to slot's MailBox field // Then wait for the slot to become occupied while s-Turn != tkt : Pause // Concurrency in this section of code is now reduced to just 1 producer thread // vs 1 consumer thread. // For a given queue and slot, there will be most one Take() operation running // in this section. // Consumer waits for producer to arrive and make slot non-empty // Extract message; clear mailbox; advance Turn indicator // We have an obvious happens-before relation : // Put(m) happens-before corresponding Take() that returns that same "m" for T v = s-MailBox if v != null : s-MailBox = null ST-ST barrier s-Turn = tkt + Mask + 1 // unlock slot to admit next producer and consumer return v Pause tryTake() : // total method - returns ASAP with failure indication for auto tkt = TakeCursor slot * s = &Slots[tkt & Mask] if s-Turn != tkt : return null T v = s-MailBox // presumptive return value if v == null : return null // ratify tkt and v values and commit by advancing cursor if CAS (&TakeCursor, tkt, tkt+1) != tkt : continue s-MailBox = null ST-ST barrier s-Turn = tkt + Mask + 1 return v The basic idea derives from the Partitioned Ticket Lock "PTL" (US20120240126-A1) and the MultiLane Concurrent Bag (US8689237). The latter is essentially a circular ring-buffer where the elements themselves are queues or concurrent collections. You can think of the PTLQueue as a partitioned ticket lock "PTL" augmented to pass values from lock to unlock via the slots. Alternatively, you could conceptualize of PTLQueue as a degenerate MultiLane bag where each slot or "lane" consists of a simple single-word MailBox instead of a general queue. Each lane in PTLQueue also has a private Turn field which acts like the Turn (Grant) variables found in PTL. Turn enforces strict FIFO ordering and restricts concurrency on the slot mailbox field to at most one simultaneous put() and take() operation. PTL uses a single "ticket" variable and per-slot Turn (grant) fields while MultiLane has distinct PutCursor and TakeCursor cursors and abstract per-slot sub-queues. Both PTL and MultiLane advance their cursor and ticket variables with atomic fetch-and-increment. PTLQueue borrows from both PTL and MultiLane and has distinct put and take cursors and per-slot Turn fields. Instead of a per-slot queues, PTLQueue uses a simple single-word MailBox field. PutCursor and TakeCursor act like a pair of ticket locks, conferring "put" and "take" access to a given slot. PutCursor, for instance, assigns an incoming put() request to a slot and serves as a PTL "Ticket" to acquire "put" permission to that slot's MailBox field. To better explain the operation of PTLQueue we deconstruct the operation of put() and take() as follows. Put() first increments PutCursor obtaining a new unique ticket. That ticket value also identifies a slot. Put() next waits for that slot's Turn field to match that ticket value. This is tantamount to using a PTL to acquire "put" permission on the slot's MailBox field. Finally, having obtained exclusive "put" permission on the slot, put() stores the message value into the slot's MailBox. Take() similarly advances TakeCursor, identifying a slot, and then acquires and secures "take" permission on a slot by waiting for Turn. Take() then waits for the slot's MailBox to become non-empty, extracts the message, and clears MailBox. Finally, take() advances the slot's Turn field, which releases both "put" and "take" access to the slot's MailBox. Note the asymmetry : put() acquires "put" access to the slot, but take() releases that lock. At any given time, for a given slot in a PTLQueue, at most one thread has "put" access and at most one thread has "take" access. This restricts concurrency from general MPMC to 1-vs-1. We have 2 ticket locks -- one for put() and one for take() -- each with its own "ticket" variable in the form of the corresponding cursor, but they share a single "Grant" egress variable in the form of the slot's Turn variable. Advancing the PutCursor, for instance, serves two purposes. First, we obtain a unique ticket which identifies a slot. Second, incrementing the cursor is the doorway protocol step to acquire the per-slot mutual exclusion "put" lock. The cursors and operations to increment those cursors serve double-duty : slot-selection and ticket assignment for locking the slot's MailBox field. At any given time a slot MailBox field can be in one of the following states: empty with no pending operations -- neutral state; empty with one or more waiting take() operations pending -- deficit; occupied with no pending operations; occupied with one or more waiting put() operations -- surplus; empty with a pending put() or pending put() and take() operations -- transitional; or occupied with a pending take() or pending put() and take() operations -- transitional. The partial put() and take() operators can be implemented with an atomic fetch-and-increment operation, which may confer a performance advantage over a CAS-based loop. In addition we have independent PutCursor and TakeCursor cursors. Critically, a put() operation modifies PutCursor but does not access the TakeCursor and a take() operation modifies the TakeCursor cursor but does not access the PutCursor. This acts to reduce coherence traffic relative to some other queue designs. It's worth noting that slow threads or obstruction in one slot (or "lane") does not impede or obstruct operations in other slots -- this gives us some degree of obstruction isolation. PTLQueue is not lock-free, however. The implementation above is expressed with polite busy-waiting (Pause) but it's trivial to implement per-slot parking and unparking to deschedule waiting threads. It's also easy to convert the queue to a more general deque by replacing the PutCursor and TakeCursor cursors with Left/Front and Right/Back cursors that can move either direction. Specifically, to push and pop from the "left" side of the deque we would decrement and increment the Left cursor, respectively, and to push and pop from the "right" side of the deque we would increment and decrement the Right cursor, respectively. We used a variation of PTLQueue for message passing in our recent OPODIS 2013 paper. ul { list-style:none; padding-left:0; padding:0; margin:0; margin-left:0; } ul#myTagID { padding: 0px; margin: 0px; list-style:none; margin-left:0;} -- -- There's quite a bit of related literature in this area. I'll call out a few relevant references: Wilson's NYU Courant Institute UltraComputer dissertation from 1988 is classic and the canonical starting point : Operating System Data Structures for Shared-Memory MIMD Machines with Fetch-and-Add. Regarding provenance and priority, I think PTLQueue or queues effectively equivalent to PTLQueue have been independently rediscovered a number of times. See CB-Queue and BNPBV, below, for instance. But Wilson's dissertation anticipates the basic idea and seems to predate all the others. Gottlieb et al : Basic Techniques for the Efficient Coordination of Very Large Numbers of Cooperating Sequential Processors Orozco et al : CB-Queue in Toward high-throughput algorithms on many-core architectures which appeared in TACO 2012. Meneghin et al : BNPVB family in Performance evaluation of inter-thread communication mechanisms on multicore/multithreaded architecture Dmitry Vyukov : bounded MPMC queue (highly recommended) Alex Otenko : US8607249 (highly related). John Mellor-Crummey : Concurrent queues: Practical fetch-and-phi algorithms. Technical Report 229, Department of Computer Science, University of Rochester Thomasson : FIFO Distributed Bakery Algorithm (very similar to PTLQueue). Scott and Scherer : Dual Data Structures I'll propose an optimization left as an exercise for the reader. Say we wanted to reduce memory usage by eliminating inter-slot padding. Such padding is usually "dark" memory and otherwise unused and wasted. But eliminating the padding leaves us at risk of increased false sharing. Furthermore lets say it was usually the case that the PutCursor and TakeCursor were numerically close to each other. (That's true in some use cases). We might still reduce false sharing by incrementing the cursors by some value other than 1 that is not trivially small and is coprime with the number of slots. Alternatively, we might increment the cursor by one and mask as usual, resulting in a logical index. We then use that logical index value to index into a permutation table, yielding an effective index for use in the slot array. The permutation table would be constructed so that nearby logical indices would map to more distant effective indices. (Open question: what should that permutation look like? Possibly some perversion of a Gray code or De Bruijn sequence might be suitable). As an aside, say we need to busy-wait for some condition as follows : "while C == 0 : Pause". Lets say that C is usually non-zero, so we typically don't wait. But when C happens to be 0 we'll have to spin for some period, possibly brief. We can arrange for the code to be more machine-friendly with respect to the branch predictors by transforming the loop into : "if C == 0 : for { Pause; if C != 0 : break; }". Critically, we want to restructure the loop so there's one branch that controls entry and another that controls loop exit. A concern is that your compiler or JIT might be clever enough to transform this back to "while C == 0 : Pause". You can sometimes avoid this by inserting a call to a some type of very cheap "opaque" method that the compiler can't elide or reorder. On Solaris, for instance, you could use :"if C == 0 : { gethrtime(); for { Pause; if C != 0 : break; }}". It's worth noting the obvious duality between locks and queues. If you have strict FIFO lock implementation with local spinning and succession by direct handoff such as MCS or CLH,then you can usually transform that lock into a queue. Hidden commentary and annotations - invisible : * And of course there's a well-known duality between queues and locks, but I'll leave that topic for another blog post. * Compare and contrast : PTLQ vs PTL and MultiLane * Equivalent : Turn; seq; sequence; pos; position; ticket * Put = Lock; Deposit Take = identify and reserve slot; wait; extract & clear; unlock * conceptualize : Distinct PutLock and TakeLock implemented as ticket lock or PTL Distinct arrival cursors but share per-slot "Turn" variable provides exclusive role-based access to slot's mailbox field put() acquires exclusive access to a slot for purposes of "deposit" assigns slot round-robin and then acquires deposit access rights/perms to that slot take() acquires exclusive access to slot for purposes of "withdrawal" assigns slot round-robin and then acquires withdrawal access rights/perms to that slot At any given time, only one thread can have withdrawal access to a slot at any given time, only one thread can have deposit access to a slot Permissible for T1 to have deposit access and T2 to simultaneously have withdrawal access * round-robin for the purposes of; role-based; access mode; access role mailslot; mailbox; allocate/assign/identify slot rights; permission; license; access permission; * PTL/Ticket hybrid Asymmetric usage ; owner oblivious lock-unlock pairing K-exclusion add Grant cursor pass message m from lock to unlock via Slots[] array Cursor performs 2 functions : + PTL ticket + Assigns request to slot in round-robin fashion Deconstruct protocol : explication put() : allocate slot in round-robin fashion acquire PTL for "put" access store message into slot associated with PTL index take() : Acquire PTL for "take" access // doorway step seq = fetchAdd (&Grant, 1) s = &Slots[seq & Mask] // waiting phase while s-Turn != seq : pause Extract : wait for s-mailbox to be full v = s-mailbox s-mailbox = null Release PTL for both "put" and "take" access s-Turn = seq + Mask + 1 * Slot round-robin assignment and lock "doorway" protocol leverage the same cursor and FetchAdd operation on that cursor FetchAdd (&Cursor,1) + round-robin slot assignment and dispersal + PTL/ticket lock "doorway" step waiting phase is via "Turn" field in slot * PTLQueue uses 2 cursors -- put and take. Acquire "put" access to slot via PTL-like lock Acquire "take" access to slot via PTL-like lock 2 locks : put and take -- at most one thread can access slot's mailbox Both locks use same "turn" field Like multilane : 2 cursors : put and take slot is simple 1-capacity mailbox instead of queue Borrow per-slot turn/grant from PTL Provides strict FIFO Lock slot : put-vs-put take-vs-take at most one put accesses slot at any one time at most one put accesses take at any one time reduction to 1-vs-1 instead of N-vs-M concurrency Per slot locks for put/take Release put/take by advancing turn * is instrumental in ... * P-V Semaphore vs lock vs K-exclusion * See also : FastQueues-excerpt.java dice-etc/queue-mpmc-bounded-blocking-circular-xadd/ * PTLQueue is the same as PTLQB - identical * Expedient return; ASAP; prompt; immediately * Lamport's Bakery algorithm : doorway step then waiting phase Threads arriving at doorway obtain a unique ticket number Threads enter in ticket order * In the terminology of Reed and Kanodia a ticket lock corresponds to the busy-wait implementation of a semaphore using an eventcount and a sequencer It can also be thought of as an optimization of Lamport's bakery lock was designed for fault-tolerance rather than performance Instead of spinning on the release counter, processors using a bakery lock repeatedly examine the tickets of their peers --

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  • Configuring Team Foundation Server Basic on Home Server.

    - by Enrique Lima
    For the installation I selected only the Team Foundation Server role. Then, I opened the Team Foundation Server Administration Console (which I think is a great addition and improvement over the way TFS was configured in the past) to proceed with the configuration of the pieces. Once I selected the Configure Installed Features, the Configuration Center opened up. Now, the choices … In my implementation here I just want to take advantage of Source Control primarily.  I want to be able to store my code and projects.  So, Basic it is! So, the Basic Configuration Wizard opens up.  Now the options to configure are very limited, but we have to provide details for the SQL Server Instance. And now, to select Install SQL Server express.  If you want to take advantage of another system in your environment to host your database, well you could Use an existing SQL Server Instance. Once it has the details it needs, you get a Summary view to confirm your choices. Once, you click next or verify, it runs readiness checks on your system to make sure the installation will have a successful pass.  And we love GREEN! Now, since got the green flag, our next stop is to let the wizard do its magic, click on Configure.  And once again, we love GREEN! We click Next, and … We like a big Green Success sign … We close the Configuration Center … First results … Web Access …  Nothing to show … but we are there! And all this running from a Microsoft Home Server installation.

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  • Cocos2d rotating sprite while moving with CCBezierBy

    - by marcg11
    I've done my moving actions which consists of sequences of CCBezierBy. However I would like the sprite to rotate by following the direction of the movement (like an airplane). How sould I do this with cocos2d? I've done the following to test this out. CCSprite *green = [CCSprite spriteWithFile:@"enemy_green.png"]; [green setPosition:ccp(50, 160)]; [self addChild:green]; ccBezierConfig bezier; bezier.controlPoint_1 = ccp(100, 200); bezier.controlPoint_2 = ccp(400, 200); bezier.endPosition = ccp(300,160); [green runAction:[CCAutoBezier actionWithDuration:4.0 bezier:bezier]]; In my subclass: @interface CCAutoBezier : CCBezierBy @end @implementation CCAutoBezier - (id)init { self = [super init]; if (self) { // Initialization code here. } return self; } -(void) update:(ccTime) t { CGPoint oldpos=[self.target position]; [super update:t]; CGPoint newpos=[self.target position]; float angle = atan2(newpos.y - oldpos.y, newpos.x - oldpos.x); [self.target setRotation: angle]; } @end However it rotating, but not following the path...

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  • Signup form using Braintree Transparent Redirect

    - by Robin Fisher
    Hi, I'm developing an application in Rails and want the user to be able to signup and provide their card details on one form. I'm using the Braintree API and their transparent redirect, which means that the form data is posted directly to Braintree. How can I store and later retrieve the non-payment related information provided by the user from that form e.g. account name, username? These values are not returned in the response provided by Braintree. If you look at the Basecamp signup process, this is the result I want to achieve. Thanks Robin

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  • asp.net rangevalidator for calendar extender entries gives problems in safari

    - by Robin Baralla
    Hi there, I have the following scenario: arrival and departure dates have to be selected on a form, through 2 textboxes with a calendar extender each. I validate the entries to check that no date before today is selected and to check that the departure is after the arrival. I used a rangevalidator and a comparevalidator. In IE, Firefox and Opera it is working fine, in Safari (on windows) however both the validators go off even on entries that should be accepted. It makes me suspect that the date format dd/MM/yyyy causes trouble for Safari. (the dd/MMMM/yyyy also gave the same troubles in the other browsers, probably due to the dependency on UIculture) The code is:   The range validator gets its values in code behind on Page_load RangeValidator1.MinimumValue = DateTime.Now.AddDays(1).ToShortDateString(); RangeValidator1.MaximumValue = DateTime.Now.AddMonths(12).ToShortDateString(); Does anybody have any suggestions on how to solve this problem with safari? best regards, Robin

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  • making arrays from tab-delimited text file column

    - by absolutenewbie
    I was wondering if anyone could help a desperate newbie with perl with the following question. I've been trying all day but with my perl book at work, I can't seem to anything relevant in google...or maybe am genuinely stupid with this. I have a file that looks something like the following: Bob April Bob April Bob March Mary August Robin December Robin April The output file I'm after is: Bob April April March Mary August Robin December April So that it lists each month in the order that it appears for each person. I tried making it into a hash but of course it wouldn't let me have duplicates so I thought I would like to have arrays for each name (in this example, Bob, Mary and Robin). I'm afraid to upload the code I've been trying to tweak because I know it'll be horribly wrong. I think I need to define(?) the array. Would this be correct? Any help would be greatly appreciated and I promise I will be studying more about perl in the meantime. Thank you for your time, patience and help. #!/usr/bin/perl -w while (<>) { chomp; if (defined $old_name) { $name=$1; $month=$2; if ($name eq $old_name) { $array{$month}++; } else { print "$old_name"; foreach (@array) { push (@array, $month); print "\t@array"; } print "\n"; @array=(); $array{$month}++; } } else { $name=$1; $month=$2; $array{month}++; } $old_name=$name; } print "$old_name"; foreach (@array) { push (@array, $month); print "\t@array"; } print "\n";

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  • Suggestions on how to track tag count for a particular object

    - by Robin Fisher
    Hi, I'm looking for suggestions on how to track the number of tags associated with a particular object in Rails. I'm using acts_as_taggable_on and it's working fine. What I would like to be able to do is search for all objects that have no tags, preferably through a scope i.e. Object.untagged.all My first thought was to use an after_save callback to update an attribute called "taggings_count" in my model: def update_taggings_count self.taggings_count = self.tag_list.size self.save end Unfortunately, this does the obvious thing of putting me in an infinite loop. I need to use an after_save callback because the tag_list is not updated until the main object is saved. Would appreciate any suggestions as I'm on the verge of rolling my own tagging system. Regards Robin

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  • Are CQRS/DDD/Event Sourcing and REST compatible?

    - by Robin Green
    REST seems to promote the idea of a canonical URL for a resource, and PUTing/POSTing back a modified representation of that resource in order to change it. However, with CQRS - Command Query Responsibility Segregation - one can theoretically have a completely different "API" for reading and for writing, which seems to conflict with the REST ideal of one URL for a resource, and no RPC-style "verbs inside the request body". DDD and Event Sourcing sometimes go together with CQRS, which is why I mention them in this question. So, can CQRS be used together with REST? Or is it against the REST way of doing things? What about DDD? And Event Sourcing? Can they be used with REST?

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  • Box2d too much for Circle/Circle collision detection?

    - by Joey Green
    I'm using cocos2d to program a game and am using box2d for collision detection. Everything in my game is a circle and for some reason I'm having a problem with some times things are not being detected as a collision when they should be. I'm thinking of rolling up my own collision detection since I don't think it would be too hard. Questions are: Would this approach work for collision detection between circles? a. get radius of circle A and circle B. b. get distance of the center of circle A and circle B c. if the distance is greater than or equal to the sum of circle A radius and circle B radius then we have a hit Should box2d be used for such simple collision detection? There are no physics in this game.

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • Software Architecture and Design vs Psychology of HCI class

    - by Joey Green
    I have two classes to choose from and I'm wanting to get an opinion from the more experienced game devs which might be better for someone who wants to be an indie game dev. The first is a Software Architecture and Design course and the second is a course titled Psychology of HCI. I've previously have taken a Software Design course that was focused only on design patterns. I've also taken an Introduction to HCI course. Software Architecture and Design Description Topics include software architectures, methodologies, model representations, component-based design ,patterns,frameworks, CASE-based desgins, and case studies. Psychology of HCI Description Exploration of psychological factors that interact with computer interface usablilty. Interface design techniques and usability evaluation methods are emphasized. I know I would find both interesting, but my concern is really which one might be easier to pick up on my own. I know HCI is relevant to game dev, but am un-sure if the topics in the Software Architecture class would be more for big software projects that go beyond the scope of games. Also, I'm not able to take both because the overlap.

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  • Spreadsheets in Game Design?

    - by Joey Green
    There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in this GDCVault video: http://gdcvault.com/play/1012372/From-Zero-to-Time-Magazine The second being the guys that do Walled Garden Weekly: http://walledgardenweekly.com/ David said he models everything out and uses excel models to see how everything plays out. What on earth is he talking about? Is it seeing how the game mechanics react to each other? Is there somewhere where I can learn more about how to do this? Thanks

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  • Oracle Certification at OpenWorld + JavaOne 2012 [VIDEO]

    - by Harold Green
    Oracle Certification will again be at this year's Oracle OpenWorld and JavaOne conferences in San Francisco. We'll have two locations - the Oracle Certification Lounge at OpenWorld, and the Java Certification Zone at JavaOne. Watch this quick video (1:46) to learn more about these, Oracle University pre-conference training, some mini-sessions on several certification topics, and previews of our new Exam Preparation Seminars. ORACLE CERTIFICATION PROGRAM LOUNGE Location: Moscone South, Mezzanine, Room 250 Hours: Monday, 9:00 a.m.–5:00 p.m. Tuesday, 9:00 a.m.–5:00 p.m. Wednesday, 9:00 a.m.–5:00 p.m. Thursday, 9:00 a.m.–1:00 p.m. JAVA CERTIFICATION ZONE Location: The Zone/Taylor Street Café Hours: Sunday, 7:00 p.m.–9:00 p.m. Monday, 11:00 a.m.–6:00 p.m. Tuesday, 11:00 a.m.–6:This i00 p.m. Wednesday, 11:00 a.m.–6:00 p.m. Thursday, 11:00 a.m.–2:00 p.m. CERTIFICATION SESSIONS Monday, 1:00 p.m - JavaOne (Java Certification Zone) Monday, 3:00 p.m - Oracle OpenWorld (Oracle Certification Lounge) QUICK LINKS: Oracle OpenWorld Certification Lounge Details Oracle University at Oracle OpenWorld 2012 (Pre-Conference Training) Java University at JavaOne 2012 (Pre-Conference Training) Self Test Software Oracle Press Oracle Certification on Twitter: https://twitter.com/oraclecert Oracle Certification on Facebook: facebook.com/OracleCertification

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  • C-panel mail goes into spam instead of inbox in gmail

    - by Robin Jain
    I have c-panel vps server. I have created a domain on the same server, but when I send mail through webmail to gmail email id it goes into the spam folder. Note--->Mail ip note blacklisted Spf records enable DKIM enable reverse dns are perfect ====================================================================== Email header Information: Delivered-To: [email protected] Received: by 10.143.93.13 with SMTP id v13csp119806wfl; Fri, 6 Jul 2012 08:01:36 -0700 (PDT) Received: by 10.182.52.42 with SMTP id q10mr26133912obo.46.1341586895571; Fri, 06 Jul 2012 08:01:35 -0700 (PDT) Return-Path: <[email protected]> Received: from lakshyacs-u.securehostdns.com ([50.97.147.134]) by mx.google.com with ESMTPS id fx3si18028369obc.144.2012.07.06.08.01.35 (version=TLSv1/SSLv3 cipher=OTHER); Fri, 06 Jul 2012 08:01:35 -0700 (PDT) Received-SPF: pass (google.com: domain of [email protected] designates 50.97.147.134 as permitted sender) client-ip=50.97.147.134; Authentication-Results: mx.google.com; spf=pass (google.com: domain of [email protected] designates 50.97.147.134 as permitted sender) [email protected] Received: from localhost.localdomain ([127.0.0.1]:39016 helo=harishjoshico.com) by lakshyacs-u.securehostdns.com with esmtpa (Exim 4.77) (envelope-from <[email protected]>) id 1SnA2J-0006Nq-05 for [email protected]; Fri, 06 Jul 2012 20:31:35 +0530 Received: from 223.189.14.213 ([223.189.14.213]) (SquirrelMail authenticated user [email protected]) by harishjoshico.com with HTTP; Fri, 6 Jul 2012 20:31:35 +0530 Message-ID: <[email protected]> Date: Fri, 6 Jul 2012 20:31:35 +0530 Subject: ggglkhl From: [email protected] To: [email protected] User-Agent: SquirrelMail/1.4.22 MIME-Version: 1.0 Content-Type: text/plain;charset=iso-8859-1 Content-Transfer-Encoding: 8bit X-Priority: 3 (Normal) Importance: Normal X-AntiAbuse: This header was added to track abuse, please include it with any abuse report X-AntiAbuse: Primary Hostname - lakshyacs-u.securehostdns.com X-AntiAbuse: Original Domain - gmail.com X-AntiAbuse: Originator/Caller UID/GID - [47 12] / [47 12] X-AntiAbuse: Sender Address Domain - harishjoshico.com jhkhl ================================================================

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  • Cocos2d: Tongue effect like in Munch Time

    - by Joey Green
    I'm wanting to do a tongue effect for my character like the one in Munch Time( shown in pic ). The player does some action and his tongue attaches to the nearest platform. I'm thinking this is simply a get distance to platform and keep player at that distance as he moves back and forth giving him the swinging effect. For the drawing, I'm wanting the same effect where the tongue sprite is the skinniest in the middle of the distance between the character and platform. I know how to do this in a shader( I'm using cocos2d v2 btw ), but I'm wondering if there is some built-in functionality to allow me to do this. First, is this the right approach using distance? Second, is their an easy way to do the tongue sprite effect without a shader? Third, I'm wanting to have the player spring up at will in the direction of the platform. I'm using Box2D. Would there be a way to do this using force's or would it be easier to write my own code?

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  • Mobile Apps for Hospitals?

    - by Joey Green
    I currently work for a pretty large hospital and have been dabbling in iPhone development for a couple years. The CEO is wanting to get together a group to see what mobile technology we could create. I was contacted to be the main developer. I wanted to gather some ideas of what kind of mobile apps people have seen deployed in hospitals. Not necessarily medical apps that you can get on the app store, but rather apps built specifically for a hospital. Any ideas? If this is not the appropriate forum for a question like this, can someone point me to a forum where it would be appropriate?

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  • Do employers hiring for Software jobs care about the classes you took in CS masters program?

    - by Joey Green
    I'm torn between two classes right now for next semester( Software Design and Advanced Computer Graphics ). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book( I already have both books actually ) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think more importantly what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • Cannot reinstall MySql in 11.10 - ERROR: There's not enough space in /var/lib/mysql/

    - by Robin McCain
    I've tried it all (removing all the packages associated with MySQL) but keep getting stuff like this: Preconfiguring packages ... (Reading database ... 142196 files and directories currently installed.) Unpacking mysql-server-5.1 (from .../mysql-server-5.1_5.1.63-0ubuntu0.11.10.1_amd64.deb) ... ERROR: There's not enough space in /var/lib/mysql/ dpkg: error processing /var/cache/apt/archives/mysql-server-5.1_5.1.63-0ubuntu0.11.10.1_amd64.deb (--unpack): subprocess new pre-installation script returned error exit status 1 Errors were encountered while processing: /var/cache/apt/archives/mysql-server-5.1_5.1.63-0ubuntu0.11.10.1_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) Here is my drive space map. root@kyle:/# df Filesystem 1K-blocks Used Available Use% Mounted on /dev/mapper/kyle-root 59361428 59021768 0 100% / udev 1014052 8 1014044 1% /dev tmpfs 409304 1476 407828 1% /run none 5120 0 5120 0% /run/lock none 1023256 0 1023256 0% /run/shm /dev/sda1 233191 46888 173862 22% /boot /dev/md0 1922858288 1048513192 776669500 58% /media/array The root volume actually only has about 10 gigabytes in use on the hard drive (which has a 60 gig partition). /dev/md0 is a 2 TB raid array.

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  • Linking Libraries in iOS?

    - by Joey Green
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • Which data structure should I use for dynamically generated platforms?

    - by Joey Green
    I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will be procedural generated. I'm trying to figure out which of the following would be a better platform system: Pre-allocate all platforms when the scene loads, storing each platform type into different platform type arrays( i.e. regPlatformArray ), and just getting one when I need one. The other option is to allocate and load what I need when my code needs it. The problem with 1 is keeping up with the indices that are in use on screen and which aren't. The problem with 2 is I'm having a hard time wrapping my head around how I would store these platforms so that I can call the update/draw methods on them and managing that data structure that holds them. The data structure would constantly be growing and shrinking. It seems there could be too much complexity. I'm using the cocos2d iPhone game engine. Anyways, which option would be best or is there a better option?

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  • When to roll your own game engine?

    - by Joey Green
    I've been a software developer for 5 years now and wanting to get into iOS game development. I've played around with the iOS SDK for about 2 years now, attending cocoaheads meetings and feel I have a good grasp on objective-c/cocoa and even c/c++. I have a game idea and know that I will use Box2D but I'm wondering if I should use cocos2D or not. The main reasons are: I may want to do things graphics wise that aren't available in cocos2d. If I roll my own game engine I'll have more control. Of course the main reason for using a already existing game engine is the time it saves and it makes the hard stuff easier, but for someone who has the technical chops to roll his own does it make sense?

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