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  • Do We Indeed Have a Future? George Takei on Star Wars.

    - by Bil Simser
    George Takei (rhymes with Okay), probably best known for playing Hikaru Sulu on the original Star Trek, has always had deep concerns for the present and the future. Whether on Earth or among the stars, he has the welfare of humanity very much at heart. I was digging through my old copies of Famous Monsters of Filmland, a great publication on monster and films that I grew up with, and came across this. This was his reaction to STAR WARS from issue 139 of Famous Monsters of Filmland and was written June 6, 1977. It is reprinted here without permission but I hope since the message is still valid to this day and has never been reprinted anywhere, nobody will mind me sharing it. STAR WARS is the most pre-posterously diverting galactic escape and at the same time the most hideously credible portent of the future yet.While I thrilled to the exploits that reminded me of the heroics of Errol Flynn as Robin Hood, Burt Lancaster as the Crimson Pirate and Buster Crabbe as Flash Gordon, I was at the same time aghast at the phantasmagoric violence technology can place at our disposal. STAR WARS raised in my mind the question - do we indeed have a future?It seems to me what George Lucas has done is to masterfully guide us on a journey through space and time and bring us back face to face with today's reality. STAR WARS is more than science fiction, I think it is science fictitious reality.Just yesterday, June 7, 1977, I read that the United States will embark on the production of a neutron bomb - a bomb that will kill people on a gigantic scale but will not destroy buildings. A few days before that, I read that the Pentagon is fearful that the Soviets may have developed a warhead that could neutralize ours that have a capacity for that irrational concept overkill to the nth power. Already, it seems we have the technology to realize the awesome special effects simulations that we saw in the film.The political scene of STAR WARS is that of government by force and power, of revolutions based on some unfathomable grievance, survival through a combination of cunning and luck and success by the harnessing of technology -  a picture not very much at variance from the political headlines that we read today.And most of all, look at the people; both the heroes in the film and the reaction of the audience. First, the heroes; Luke Skywalker is a pretty but easily led youth. Without any real philosophy to guide him, he easily falls under the influence of a mystical old man believed previously to be an eccentric hermit. Recognize a 1960's hippie or a 1970's moonie? Han Solo has a philosophy coupled with courage and skill. His philosophy is money. His proficiency comes for a price - the highest. Solo is a thoroughly avaricious mercenary. And the Princess, a decisive, strong, self-confident and chilly woman. The audience cheered when she wielded a gun. In all three, I missed qualities that could be called humane - love, kindness, yes, I missed sensuality. I also missed a sense of ideals and faith. In this regard the machines seemed more human. They demonstrated real affection for each other and an occasional poutiness. They exhibited a sense of fidelity and constancy. The machines were humanized and the humans conversely seemed mechanical.As a member of the audience, I was swept up by the sheer romantic escapsim of it all. The deering-dos, the rope swing escape across the pit, the ray gun battles and especially the swash buckle with the ray swords. Great fun!But I just hope that we weren't too intoxicated by the escapism to be able to focus on the recognizable. I hope the beauty of the effects didn't narcotize our sensitivity to violence. I hope the people see through the fantastically well done futuristic mirrors to the disquieting reflection of our own society. I hope they enjoy STAR WARS without being "purely entertained".

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  • What is the best Broadphase Interface for moving spheres?

    - by Molmasepic
    As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main. I have well over 3000 btSphereShape Rigidbodies and 2/3 of them do not move at all, but I am noticing(by the profile below) that collision is taking a bit of time to maneuver. Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 10.09 0.65 0.65 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 7.61 1.14 0.49 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.59 1.50 0.36 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 5.43 1.85 0.35 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 4.97 2.17 0.32 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 4.19 2.44 0.27 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 4.04 2.70 0.26 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 3.73 2.94 0.24 Ogre::OctreeSceneManager::walkOctree(Ogre::OctreeCamera*, Ogre::RenderQueue*, Ogre::Octree*, Ogre::VisibleObjectsBoundsInfo*, bool, bool) 3.42 3.16 0.22 btTriangleShape::getVertex(int, btVector3&) const 2.48 3.32 0.16 Ogre::Frustum::isVisible(Ogre::AxisAlignedBox const&, Ogre::FrustumPlane*) const 2.33 3.47 0.15 1246357 0.00 0.00 Gorilla::Layer::setVisible(bool) 2.33 3.62 0.15 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.86 3.74 0.12 btCollisionDispatcher::findAlgorithm(btCollisionObject*, btCollisionObject*, btPersistentManifold*) 1.86 3.86 0.12 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.71 3.97 0.11 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.55 4.07 0.10 _Unwind_SjLj_Register 1.55 4.17 0.10 _Unwind_SjLj_Unregister 1.55 4.27 0.10 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.40 4.36 0.09 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.40 4.45 0.09 btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint&, btVector3 const&, btRigidBody*, btRigidBody*, btManifoldPoint&, btVector3 const&, btVector3 const&, btCollisionObject*, btCollisionObject*, float, float, float) 1.24 4.53 0.08 btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold*, btContactSolverInfo const&) 1.09 4.60 0.07 408760 0.00 0.00 Living::MapHide() 1.09 4.67 0.07 btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm() 1.09 4.74 0.07 inflate_fast EDIT: Updated to show current Profile. I have only listed the functions using over 1% time from the many functions that are being used. Another thing is that each monster has a certain area that they stay in and are only active when a player is in said area. I was wondering if maybe there is a way to deactivate the non-active monsters from bullet(reactivating once in the area again) or maybe theres a different broadphase interface that I should use. The current BPI is btDbvtBroadphase. EDIT: Here is the Profile on the other computer(the top one is my main) Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 12.18 1.19 1.19 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 6.76 1.85 0.66 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.83 2.42 0.57 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 5.12 2.92 0.50 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 4.61 3.37 0.45 btTriangleShape::getVertex(int, btVector3&) const 4.09 3.77 0.40 _Unwind_SjLj_Register 3.48 4.11 0.34 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 2.46 4.35 0.24 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 2.15 4.56 0.21 _Unwind_SjLj_Unregister 2.15 4.77 0.21 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.84 4.95 0.18 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.64 5.11 0.16 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 1.54 5.26 0.15 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.43 5.40 0.14 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.33 5.53 0.13 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.13 5.64 0.11 btRigidBody::predictIntegratedTransform(float, btTransform&) 1.13 5.75 0.11 btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(unsigned char const**, int&, PHY_ScalarType&, int&, unsigned char const**, int&, int&, PHY_ScalarType&, int) const 1.02 5.85 0.10 btSphereTriangleCollisionAlgorithm::CreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, btCollisionObject*, btCollisionObject*) 1.02 5.95 0.10 btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold*, btCollisionAlgorithmConstructionInfo const&, btCollisionObject*, btCollisionObject*, bool) Edited same as other Profile.

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  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

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  • Any tips on getting hired as a software project manager straight out of college?

    - by MHarrison
    I graduated with a BS in compsci last September, and I've been trying (unsuccessfully) to find a job as a project manager ever since. I fell in love with software engineering (the formal practice behind it all, not just coding) in school, and I've dedicated the last 3-4 years of my life to learning everything I can about project management and gaining experience. I've managed several projects (with teams around 12 people) while in school, and I worked with my university's software engineering research lab. My résumé is also decent - I worked as a programmer before I went to school (I'm 27 now), and I did Google Summer of Code for 3 summers. I also have general "people management" experience via working as the photo editor for my university's newspaper for 2 years. My first problem with the job hunt is not getting enough interviews. I use careers.stackoverflow.com, which is awesome because I usually get contacted by non-HR people who know what they're talking about, but there's just not enough companies using it for me to get interviews on a regular basis. I've also tried sites like monster.com, and in a fit of desperation, I sent out no less than 60 applications to project management positions. I've gotten 3 automated rejection letters and that's it. At least careers.stackoverflow gets me a phone interview with 8/10 places I apply to. But the main (and extremely frustrating) problem is the matter of experience. I've successfully managed projects from start to finish (in my software engineering classes we had real customers come in with a real software need and we built it for them), but I've never had to deal with budgets and money (I know this is why HR people immediately turn me away). Most of these positions require 5+ years PM experience, and I've seen absurd things like 12+ years required. Interviews are also maddening. I've had so many places who absolutely loved me and I made it to the final round of interviews, and I left thinking things went extremely well and they'd consider me. However, when I check in with them a week later, they tell me "We really liked you and your qualifications are excellent, but we're hoping to find someone with more experience." The bad interviews I can understand - like the PM position that would have had me managing developers both locally and overseas - I had 3 interviews with them and the ENTIRE interview process was them asking me CS brainteasers and having me waste time on things like writing quicksort on paper or writing binary search trees. Even when I tried steering the discussion towards more relevant PM stuff, they gave me some vague generic replies and went back to the "We want to be Google/MS" crap. But when I have a GOOD interview, they say my "qualifications are excellent" but they want "more experience"...that makes me want to tear my hair out. What else can I DO? While I'm aiming for technically-involved PM positions (not just crunching budget numbers), I really don't want a straight development job because I like creating software from the very high-level vs. spending a lot of time debugging memory leaks. In fact, I can't even GET development positions that I'm qualified for because I make the mistake of telling them that my future career goals are as PM (which usually results in them saying something like "Well we already have PMs and this position isn't really set up to get you there." - which I take to mean "No, that's my job, stay away.") My apologies on the long rant, but I'm seriously hellbent on getting hired as a PM since it's both my career goal and the passion that keeps me awake at night. Any suggestions on what the heck else I can do? I'm currently writing a blog where I talk about my philosophies about software engineering, and I'm writing up specs for an iOS app which I will design, code, and show employers, but this takes an awful lot of time that I don't have.

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  • Why Apple’s New SDK Limitation is So Offensive

    - by TStewartDev
    I am not an Apple fanboy, nor have I ever been. However, I have owned a Mac, an iPod, and an iPhone in my lifetime, and for more than a decade, I have defended Apple against the untruths that the haters so enjoy spewing. I encouraged my wife to buy a MacBook when she needed a new laptop two years ago, and I often recommend them to my friends and relatives. I have proudly and happily used my first generation iPhone for nearly three years. Now, for the first time in well over ten years, I find myself ready to swear off Apple and encourage everyone I know to do the same. I was disappointed when Apple wouldn't allow native apps, but I still bought the iPhone. I've stomached their ambiguous app approval process even though it's apparent that Steve may just reject your app because he doesn't like you or feels threatened by you (I'm still lamenting the rejection of the Google Voice app). But, as a developer, I can no longer tolerate Apple's terms and the kind of totalitarian control they indicate Apple wants. In case you are not already familiar, Apple has dictated in their OS 4.0 SDK license agreement (the now infamous Section 3.3.1) that all apps developed for the iPhone must be coded in C, C++, or Objective C, and moreover, that using any cross-compiling platforms is a violation of the agreement. For those of you who aren't developers, let me try to illustrate why this angers those of us who are. Imagine you're a professional writer. You've had articles published in some journals and magazines, and you've got a couple popular books out there, too. You've got an idea for a new book, and so you take it to your publisher. Your publisher agrees that it's a good idea. "But," says the publisher, "we want to hold our books to a tighter standard so that our readers get the experience we want them to have. Therefore, from now on, all our writers may only use words from this list of the 10,000 most common English words. Furthermore, if you cite any other works or quote anyone, they must comply with that same list, or you'll have to rewrite the entire work as well in case our readers want to look up your citation." What do you do? If your work is a children's book, this probably isn't a big deal to you. If it's an autobiography, textbook, or even a novel, though, you're going to have a lot of trouble describing your content with only common words. It's going to take you longer to complete your book, too, since you'll be looking up less common words frequently to see if you can use them. You could always go to another publisher, but this one has the best ability to distribute your book. The next largest distributor can only do a quarter as much. You could abandon the project altogether, but then everyone loses. Isn't this a silly scenario? Who would put such a limitation on writers? Yet this is very much what Apple is doing. They are using their dominant position in the market to coerce developers to write their apps exclusively for the iPhone OS by making it too expensive to write for multiple platforms. It is at least a threefold attack, striking at Adobe who is set to release a compiler that lets Flash source be compiled to iPhone binaries; striking at Google whose Android platform stands the best chance at the moment of providing serious competition to the iPhone; and reinforcing their own strong position by keeping popular apps exclusively to iPhone. And while developers are already very upset about this, the sad fact is that most of us will cave and give in to Apple because consumers don't know any better. They will continue to buy Apple's toy forcing developers to play Apple's maniacal game in order to make any money, at least until Steve Jobs decides he doesn't like them or he intends to release a competing application (bye-bye OpenFeint). Apple has been kept in check on the desktop front by a very dominant Microsoft, but I'm afraid that their success with iPods, iTunes, and iPhones has created a monster that we may have to bear until it is slain by an anti-trust suit or dies with the retirement of Steve Jobs.

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  • How do you deal with poor management [closed]

    - by Sybiam
    I come from a company where during a project, we saw the client 3 time during the whole project. We were never informed when did the client came in office in order to discuss with him about his requirements. I did setup redmine and told them that if they have any request they can post an issue there. But they never really used redmine to publish anything. They would instead: harass a team member on the phone at any time of the day or night hand us over sheets of paper with new requests or changes hand us over new design (graphical) They requested how much time it would take us to finish the project, I gave them a date and a week to test everything and deployment. I calculated that time taking into account the current features we had to do. And then blamed us that our deadline was wrong and that we lied. But the truth is that one week before that deadline they added a couple of monster feature from nowhere and that week were we were supposed to test and deploy, my friends spent all day in the office changing all little things. After that project, my friend got some kind of depression and got scared everytime his phone rang. They kind of used him as a communication proxy. After that project of hell, (every body got pissed off on that project) as far as I know the designer who was working with us left work after that project and she had some kind of issue too with managers. My team also started looking for work somewhere else. At first I tried to get things straight with management, I tried to make a meeting to discuss about the communication issues and so on.. What really pissed me off and made me leave that job for good is the following. Me: "We have to discuss about what went wrong on the last project. It's quite important" Him: "Lets talk about it in a week or two. Just make a list of all the things you did wrong" Me: "We already have a new project and we want to prevent what happened on the last project to happen again" Him: "Just do it and well have our meeting in a week, make a list of all the thing you did wrong." It kind of ended there then he organized a meeting at a moment I wasn't unable to come. My friend discussed with him and tried to explained him that we really had to discuss about organization issue on how to manage a project. And his answer was pretty much: "During the meeting I don't want to ear how you want to us to manage a project but I want to know what you guys did wrong" After that I felt it wasn't even worth it discussing anything since they weren't even ready listening to us. Found a new job and I'm pretty happy with my choice. I'd like to know how you'd handle such situation. Is there anything to do to solve communication problem? After that project my friend got a depression and some other employee had their down too as far as I know. I wonder what else we can do other than leave these place as soon as possible. Feel sad for the people that are still there and get screamed at just because they need money in order to eat and finding an other job like that isn't that easy. note I died a little when our boss asked us to make a list of things we (programmers) did wrong. This is probably the stupidest request I ever got. If everybody thinks they did everything right, it doesn't mean that there is no problems. Individual problem are rarely the big issue. Colleagues help each others and solve theses issues to prevent problems.

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  • How to use webbrowser control DocumentCompleted event in C# ?

    - by Margus
    Before starting writing this question, i was trying to solve following // 1. navigate to page // 2. wait until page is downloaded // 3. read and write some data from/to iframe // 4. submit (post) form The problem was, that if a iframe exists on a web page, DocumentCompleted event would get fired more then once (after each document has been completed). It was highly likely that program would have tried to read data from DOM that was not completed and naturally - fail. But suddenly while writing this question 'What if' monster inspired me, and i fix'ed the problem, that i was trying to solve. As i failed Google'ing this, i thought it would be nice to post it here. private int iframe_counter = 1; // needs to be 1, to pass DCF test public bool isLazyMan = default(bool); /// <summary> /// LOCK to stop inspecting DOM before DCF /// </summary> public void waitPolice() { while (isLazyMan) Application.DoEvents(); } private void webBrowser1_Navigating(object sender, WebBrowserNavigatingEventArgs e) { if(!e.TargetFrameName.Equals("")) iframe_counter --; isLazyMan = true; } private void webBrowser1_DocumentCompleted(object sender, WebBrowserDocumentCompletedEventArgs e) { if (!((WebBrowser)sender).Document.Url.Equals(e.Url)) iframe_counter++; if (((WebBrowser)sender).Document.Window.Frames.Count <= iframe_counter) {//DCF test DocumentCompletedFully((WebBrowser)sender,e); isLazyMan = false; } } private void DocumentCompletedFully(WebBrowser sender, WebBrowserDocumentCompletedEventArgs e){ //code here } For now at least, my 5m hack seems to be working fine. Maybe i am really failing at querying google or MSDN, but i can not find: "How to use webbrowser control DocumentCompleted event in C# ?"

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  • How should I handle persistence in a Java MUD? OptimisticLockException handling

    - by Chase
    I'm re-implementing a old BBS MUD game in Java with permission from the original developers. Currently I'm using Java EE 6 with EJB Session facades for the game logic and JPA for the persistence. A big reason I picked session beans is JTA. I'm more experienced with web apps in which if you get an OptimisticLockException you just catch it and tell the user their data is stale and they need to re-apply/re-submit. Responding with "try again" all the time in a multi-user game would make for a horrible experience. Given that I'd expect several people to be targeting a single monster during a fight I think the chance of an OptimisticLockException would be high. My view code, the part presenting a telnet CLI, is the EJB client. Should I be catching the PersistenceExceptions and TransactionRolledbackLocalExceptions and just retrying? How do you decide when to stop? Should I switch to pessimistic locking? Is persisting after every user command overkill? Should I be loading the entire world in RAM and dumping the state every couple of minutes? Do I make my session facade a EJB 3.1 singleton which would function as a choke point and therefore eliminating the need to do any type of JPA locking? EJB 3.1 singletons function as a multiple reader/single writer design (you annotate the methods as readers and writers). Basically, what is the best design and java persistence API for highly concurrent data changes in an application where it is not acceptable to present resubmit/retry prompts to the user?

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  • Integration tests in Continuous Integration environment: Database and filesystem state

    - by dario_ramos
    I'm trying to implement automated integration tests for my application. It's a very complex monster. You could say that its database and part of the filesystem are part of its state, because it saves image files in the hard drive, and references to those in the DB. The software needs all those, in a coherent state, to work properly. Back to writing tests: To run any relevant test, I need some image files in the filesystem, and certain records filled in the database. I thought of putting all of these in a separate folder called TestEnvironmentData in the repository, and retrieving them from the Continuous Integration Server (Team City), but a colleague said the repo is quite full as it is, and that I should set up a special directory, and databases, only in the Continuous Integration server. I don't like that because the tests success depend on me manually mantaining stuff in the server, and restoring initial state before every test becomes cumbersome. What do you guys do when you need to write integration tests for an app like this? The main goal is having an automated test harness to approach a large scale refactoring. There's lots of spaghetti code and the app's current architecture is hardly unit testable, that's why I decided on integration tests first. Any alternative approach is welcome.

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  • When writing a game, should you make objects/enemies/etc. have unique ID numbers?

    - by SLC
    I have recently encountered some issues with merely passing references to objects/enemies in a game I am making, and am wondering if I am using the wrong approach. The main issue I have is disposing of enemies and objects, when other enemies or players may still have links to them. For example, if you have a Rabbit, and a Wolf, the Wolf may have selected the Rabbit to be its target. What I am doing, is the wolf has a GameObject Target = null; and when it decides it is hungry, the Target becomes the Rabbit. If the Rabbit then dies, such as another wolf killing it, it cannot be removed from the game properly because this wolf still has a reference to it. In addition, if you are using a decoupled approach, the rabbit could hit by lightning, reducing its health to below zero. When it next updates itself, it realises it has died, and is removed from the game... but there is no way to update everything that is interested in it. If you gave every enemy a unique ID, you could simply use references to that instead, and use a central lookup class that handled it. If the monster died, the lookup class could remove it from its own index, and subsequently anything trying to access it would be informed that it's dead, and then they could act accordingly. Any thoughts on this?

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  • Javascript: Controlling the order that event handlers / listeners are exeucted in

    - by LRE
    Once again the IE Monster has hit me with an odd problem. I'm writing some changes into an asp.net site I inherited a while back. One of the problems is that in some pages there are several controls that add javascript functions as handlers to the onload event (using YUI if that matters). Some of those event handlers assume certain other functions have been executed. This is well and good in Firefox and IE7 as the handlers seem to execute in order of registration. IE8 on the other hand does this backwards. I could go with some kind of double-checking approach but given the controls are present in several pages I feel that'd create even more dependencies. So I've started cooking up my own queue class that I push the functions to and can control their execution order. Then I'll register an onload handler that instructs the queue to execute in my preferred order. I'm part way through that and have started wondering 2 things: Am I going OTT? Am I reinventing the wheel? Anyone have any insights? Any clean solutions that allow me to easily enforce execution order?

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  • How to make transition effect on css sprite hover

    - by MonsterMMORPG
    Here part of my css sprite code #IconSet a { width: 36px; height: 36px; display: inline-block; } #DeviantArtIcon { border-width: 0px; border-style: none; background-image: url(http://static.monstermmorpg.com/images/csssprites/SocialIcons.png); background-color: transparent; background-repeat: repeat-x; background-position: -144px -0px; width: 36px; height: 36px; } #DeviantArtIcon:hover { border-width: 0px; border-style: none; background-image: url(http://static.monstermmorpg.com/images/csssprites/SocialIcons.png); background-color: transparent; background-repeat: repeat-x; background-position: -144px -36px; width: 36px; height: 36px; } <a id="DeviantArtIcon" href="http://monstermmorpg.deviantart.com" rel="nofollow" target="_blank" title="Monster MMORPG On Deviant Art - Please Watch Our Channel"></a> Now when this icon hovered i want to have transition effect. How can i do that ? I tried here but no luck CSS Fade Between Background Images on Hover

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  • MySql scoping problem with correlated subqueries

    - by Rolf
    Hi, I'm having this Mysql query, It works: SELECT nom ,prenom ,(SELECT GROUP_CONCAT(category_en) FROM (SELECT DISTINCT category_en FROM categories c WHERE id IN (SELECT DISTINCT category_id FROM m3allems_to_categories m2c WHERE m3allem_id = 37) ) cS ) categories ,(SELECT GROUP_CONCAT(area_en) FROM (SELECT DISTINCT area_en FROM areas c WHERE id IN (SELECT DISTINCT area_id FROM m3allems_to_areas m2a WHERE m3allem_id = 37) ) aSq ) areas FROM m3allems m WHERE m.id = 37 The result is: nom prenom categories areas Man Multi Carpentry,Paint,Walls Beirut,Baalbak,Saida It works correclty, but only when i hardcode into the query the id that I want (37). I want it to work for all entries in the m3allem table, so I try this: SELECT nom ,prenom ,(SELECT GROUP_CONCAT(category_en) FROM (SELECT DISTINCT category_en FROM categories c WHERE id IN (SELECT DISTINCT category_id FROM m3allems_to_categories m2c WHERE m3allem_id = m.id) ) cS ) categories ,(SELECT GROUP_CONCAT(area_en) FROM (SELECT DISTINCT area_en FROM areas c WHERE id IN (SELECT DISTINCT area_id FROM m3allems_to_areas m2a WHERE m3allem_id = m.id) ) aSq ) areas FROM m3allems m And I get an error: Unknown column 'm.id' in 'where clause' Why? From the MySql manual: 13.2.8.7. Correlated Subqueries [...] Scoping rule: MySQL evaluates from inside to outside. So... do this not work when the subquery is in a SELECT section? I did not read anything about that. Does anyone know? What should I do? It took me a long time to build this query... I know it's a monster query but it gets what I want in a single query, and I am so close to getting it to work! Can anyone help?

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  • Reuse, Rewrite, or Refactor?

    - by Jon Purdy
    At work I inherited development of a PHP-based Web site after the consultant who originally produced it bailed out and left without a trace. Literally half of the code is ripped from online tutorials, and there are thousands of lines of cruft that, being incomplete, do precious little. Hardly any of it actually works. I've been trying to pull out the usable components, such as the layout (cleverly intermixed with code), session management (delicately seasoned with unescaped, unvalidated SQL queries), and a few other things, but it's very difficult to force all of this junk into place. Further, I don't speak idiomatic PHP, being more of a Perl user, and I'm supposed to be on this project principally for maintenance, so rewriting everything seems like it would take just as long as wrestling the existing monster back into place. As an aside, I have literally never seen anything as badly written as this. Welcome me to the world of working with other people's code, I guess, but I do hope it's not this common in the real world to have such gems as these: // WHY IS THIS NOT WORKING // I know this is bad but were going for working stuff right now... // This is a PHP code outputing Javascript code outputting HTML...do not go further // Not userful I'm looking for the best advice I can get here. What would you do if you were in my position?

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  • How to store an inventory using hashtables?

    - by Harm De Weirdt
    Hello everyone. For an assignment in collego we have to make a script in Perl that allows us to manage an inventory for an e-store. (The example given was Amazon) Users can make orders in a fully text-based environment and the inventory must be updated when an order is completed. Every item in the inventory has 3 to 4 attributes: a product code, a title, a price and for some an amount (MP3's for example do not have this attribute) Since this is my first encounter with Perl, i don't really know how to start. My main problem is how i should "implement" the inventory in the program. One of the functions of the program is searching trough the titles. Another is to make an order, where the user should give a product code. My first idea was a hashtable with the productcode as key. But if i wanted to search in the titles that could be a problem because of this: the hashkey would be something like DVD-123, the information belonging to that key could be "The Green Mask 12" (without the ") where the 12 indicates how many of this DVD are currently in stock. So i'd have to find a way to ignore the 12 in the end. Another solution was to use the title as Hashkey, but that would prove cumbersome too I think. Is there a way to make a hashtable with 2 key's, and when I give only one it returns an array with the other values? (Including the other key and the other information) That way I could use another key depending on what info I need from my inventory. We have to read the default inventory from a txt file looking like this: MP3-72|Lady Gaga - Kiss and Run (Fear of Commitment Monster)|0.99 CD-400|Kings of Leon - Only By The Night|14.50|2 MP3-401|Kings of Leon - Closer|0.85 DVD-144|Live Free or Die Hard|14.99|2 SOFT-864|Windows Vista|49.95 Any help would be appreciated very much :) PS: I am sorry for my bad grammar, English isn't my native language.

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  • Testing a Gui-heavy WPF application.

    - by Hamish Grubijan
    We (my colleagues) have a messy 12 y.o. mature app that is GUI-based, and the current plan is to add new dialogs & other GUI in WPF, as well as replace some of the older dialogs in WPF as well. At the same time we wish to be able to test that Monster - GUI automation in a maintainable way. Some challenges: The application is massive. It constantly gains new features. It is being changed around (bug fixes, patches). It has a back end, and a layer in-between. The state of it can get out of whack if you beat it to death. What we want is: Some tool that can automate testing of WPF. auto-discovery of what the inputs and the outputs of the dialog are. An old test should still work if you add a label that does nothing. It should fail, however, if you remove a necessary text field. It would be very nice if the test suite was easy to maintain, if it ran and did not break most of the time. Every new dialog should be created with testability in mind. At this point I do not know exactly what I want, so I am marking this as a community wiki. If having to test a huge GUI-based app rings the bell (even if not in WPF), then please share your good, bad and ugly experiences here.

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  • Immutable classes in C++

    - by ereOn
    Hi, In one of my projects, I have some classes that represent entities that cannot change once created, aka. immutable classes. Example : A class RSAKey that represent a RSA key which only has const methods. There is no point changing the existing instance: if you need another one, you just create one. My objects sometimes are heavy and I enforced the use of smart pointers to avoid copy. So far, I have the following pattern for my classes: class RSAKey : public boost::noncopyable, public boost::enable_shared_from_this<RSAKey> { public: /** * \brief Some factory. * \param member A member value. * \return An instance. */ static boost::shared_ptr<const RSAKey> createFromMember(int member); /** * \brief Get a member. * \return The member. */ int getMember() const; private: /** * \brief Constructor. * \param member A member. */ RSAKey(int member); /** * \brief Member. */ const int m_member; }; So you can only get a pointer (well, a smart pointer) to a const RSAKey. To me, it makes sense, because having a non-const reference to the instance is useless (it only has const methods). Do you guys see any issue regarding this pattern ? Are immutable classes something common in C++ or did I just created a monster ? Thank you for your advices !

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  • MUD (game) design concept question about timed events.

    - by mudder
    I'm trying my hand at building a MUD (multiplayer interactive-fiction game) I'm in the design/conceptualizing phase and I've run into a problem that I can't come up with a solution for. I'm hoping some more experienced programmers will have some advice. Here's the problem as best I can explain it. When the player decides to perform an action he sends a command to the server. the server then processes the command, determines whether or not the action can be performed, and either does it or responds with a reason as to why it could not be done. One reason that an action might fail is that the player is busy doing something else. For instance, if a player is mid-fight and has just swung a massive broadsword, it might take 3 seconds before he can repeat this action. If the player attempts to swing again to soon, the game will respond indicating that he must wait x seconds before doing that. Now, this I can probably design without much trouble. The problem I'm having is how I can replicate this behavior from AI creatures. All of the events that are being performed by the server ON ITS OWN, aka not as an immediate reaction to something a player has done, will have to be time sensitive. Some evil monster has cast a spell on you but must wait 30 seconds before doing it again... I think I'll probably be adding all these events to some kind of event queue, but how can I make that event queue time sensitive?

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  • Which MySQL Fork/Version to Pick??

    - by Drew
    As most of you know, Sun acquired MySQL (and later Oracle acquired Sun), and during these acquisitions, there were a lot of FUD in MySQL community which resulted in creation of various forks. Today we have MySQL from MySQL, Percona (XtraDB) MySQL, OurDelta MySQL, MariaDB, Drizzle to name a few. Which brings us to the source of the problem. We are in the process of upgrading our databases (hardware/software) and I would like to know which one of the forks should I go with. Each has their own set of pros/cons. We are currently using MySQL 5.0.x from MySQL/Linux on an 8-core machine. Our new hardware is a monster with 32 cores and 32GB of memory connecting to a fast NetApp Storage via FC. I would like to stick with MySQL from MySQL but I have heard horror stories on how badly MySQL 5.1 performs on many cores. I have also heard that MySQL 5.4 performs better on multi-core machines but that's still not production ready. In addition, I have also heard a lot of good things about Percona builds. This is what I know so far: MySQL 5.1 from MySQL: Reliable choice, but doesn't scale well on a big machine Percona: Scales well, good backing company. I don't have much experience with it MariaDB: Don't know much about it besides that it was founded by Original MySQL developers (including Monty) OurDelta: Don't know much Drizzle: Mostly optimized for cloud computing I would like to know what's the general notion about this problem. Which build/version should I go with? How are you guys picking your builds/versions? Thanks!

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  • Using `<List>` when dealing with pointers in C#.

    - by Gorchestopher H
    How can I add an item to a list if that item is essentially a pointer and avoid changing every item in my list to the newest instance of that item? Here's what I mean: I am doing image processing, and there is a chance that I will need to deal with images that come in faster than I can process (for a short period of time). After this "burst" of images I will rely on the fact that I can process faster than the average image rate, and will "catch-up" eventually. So, what I want to do is put my images into a <List> when I acquire them, then if my processing thread isn't busy, I can take an image from that list and hand it over. My issue is that I am worried that since I am adding the image "Image1" to the list, then filling "Image1" with a new image (during the next image acquisition) I will be replacing the image stored in the list with the new image as well (as the image variable is actually just a pointer). So, my code looks a little like this: while (!exitcondition) { if(ImageAvailabe()) { Image1 = AcquireImage(); ImgList.Add(Image1); } if(ImgList.Count 0) { ProcessEngine.NewImage(ImgList[0]); ImgList.RemoveAt(0); } } Given the above, how can I ensure that: - I don't replace all items in the list every time Image1 is modified. - I don't need to pre-declare a number of images in order to do this kind of processing. - I don't create a memory devouring monster. Any advice is greatly appreciated.

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  • Do ORMs normally allow circular relations? If so, how would they handle it?

    - by SeanJA
    I was hacking around trying to make a basic orm that has support for the one => one and one => many relationships. I think I succeeded somewhat, but I am curious about how to handle circular relationships. Say you had something like this: user::hasOne('car'); car::hasMany('wheels'); car::property('type'); wheel::hasOne('car'); You could then do this (theoretically): $u = new user(); echo $u->car->wheels[0]->car->wheels[1]->car->wheels[2]->car->wheels[3]->type; #=> "monster truck" Now, I am not sure why you would want to do this. It seems like it wastes a whole pile of memory and time just to get to something that could have been done in a much shorter way. In my small ORM, I now have 4 copies of the wheel class, and 4 copies of the car class in memory, which causes a problem if I update one of them and save it back to the database, the rest get out of date, and could overwrite the changes that were already made. How do other ORMs handle circular references? Do they even allow it? Do they go back up the tree and create a pointer to one of the parents? DO they let the coder shoot themselves in the foot if they are silly enough to go around in circles?

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  • Being pressured to GOTO the dark-side

    - by Dan McG
    We have a situation at work where developers working on a legacy (core) system are being pressured into using GOTO statements when adding new features into existing code that is already infected with spagetti code. Now, I understand there may be arguments for using 'just one little GOTO' instead of spending the time on refactoring to a more maintainable solution. The issue is, this isolated 'just one little GOTO' isn't so isolated. At least once every week or so there is a new 'one little GOTO' to add. This codebase is already a horror to work with due to code dating back to or before 1984 being riddled with GOTOs that would make many Pastafarians believe it was inspired by the Flying Spagetti Monster itself. Unfortunately the language this is written in doesn't have any ready made refactoring tools, so it makes it harder to push the 'Refactor to increase productivity later' because short-term wins are the only wins paid attention to here... Has anyone else experienced this issue whereby everybody agrees that we cannot be adding new GOTOs to jump 2000 lines to a random section, but continually have Anaylsts insist on doing it just this one time and having management approve it? tldr; How can one go about addressing the issue of developers being pressured (forced) to continually add GOTO statements (by add, I mean add to jump to random sections many lines away) because it 'gets that feature in quicker'? I'm beginning to fear we may loses valuable developers to the raptors over this...

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  • Save and Load Dictionary from encrypted or unreadable or binary format ?

    - by Prix
    I have a dictionary like the follow: public Dictionary<int, SpawnList> spawnEntities = new Dictionary<int, SpawnList>(); The class being used is as follow: public class SpawnList { public int NpcID { get; set; } public string Name { get; set; } public int Level { get; set; } public int TitleID { get; set; } public int StaticID { get; set; } public entityType Status { get; set; } public int TypeA { get; set; } public int TypeB { get; set; } public int TypeC { get; set; } public int ZoneID { get; set; } public int Heading { get; set; } public float PosX { get; set; } public float PosY { get; set; } public float PosZ { get; set; } } /// <summary>Entity type enum.</summary> public enum entityType { Ally, Enemy, SummonPet, NPC, Object, Monster, Gatherable, Unknown } How could I save this Dictionary to either a binary or encrypted format so I could later Load it again into my application ? My limitation is .Net 3.5 can't use anything higher.

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  • Best way to migrate export/import from SQL Server to oracle

    - by matao
    Hi guys! I'm faced with needing access for reporting to some data that lives in Oracle and other data that lives in a SQL Server 2000 database. For various reasons these live on different sides of a firewall. Now we're looking at doing an export/import from sql server to oracle and I'd like some advice on the best way to go about it... The procedure will need to be fully automated and run nightly, so that excludes using the SQL developer tools. I also can't make a live link between databases from our (oracle) side as the firewall is in the way. The data needs to be transformed in the process from a star schema to a de-normalised table ready for reporting. What I'm thinking about is writing a monster query for SQL Server (which I mostly have already) that will denormalise and read out the data from SQL Server into a flat file using the sql server equivalent of sqlplus as a scheduled task, dump into a Well Known Location, then on the oracle side have a cron job that copies down the file and loads it with sql loader and rebuilds indexes etc. This is all doable, but very manual. Is there one or a combination of FOSS or standard oracle/SQL Server tools that could automate this for me? the Irreducible complexity is the query on one side and building indexes on the other, but I would love to not have to write the CSV dumping detail or the SQL loader script, just say dump this view out to CSV on one side, and on the other truncate and insert into this table from CSV and not worry about mapping column names and all other arcane sqlldr voodoo... best practices? thoughts? comments? edit: I have about 50+ columns all of varying types and lengths in my dataset, which is why I'd prefer to not have to write out how to generate and map each single column...

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  • :order does not work on :include

    - by SpyrosP
    Hello there, i'm wondering why this gives me an error : DiscoveredLocation.find_all_by_user_id(user.id, :include => [:boss_location, :monsters], :order => 'boss_location.location_index ASC') It seems as if it's trying to execute a really long query and i get an error like : Mysql::Error: Unknown column 'monsters_discovered_locations_join.boss_location_id' in 'on clause': SELECT `discovered_locations`.`id` AS t0_r0, `discovered_locations`.`user_id` AS t0_r1, `discovered_locations`.`boss_location_id` AS t0_r2, `discovered_locations`.`created_at` AS t0_r3, `discovered_locations`.`updated_at` AS t0_r4, `boss_locations`.`id` AS t1_r0, `boss_locations`.`name` AS t1_r1, `boss_locations`.`location_index` AS t1_r2, `boss_locations`.`min_level` AS t1_r3, `boss_locations`.`needed_gold_to_open` AS t1_r4, `boss_locations`.`created_at` AS t1_r5, `boss_locations`.`updated_at` AS t1_r6, `monsters`.`id` AS t2_r0, `monsters`.`name` AS t2_r1, `monsters`.`strength` AS t2_r2, `monsters`.`dexterity` AS t2_r3, `monsters`.`magic` AS t2_r4, `monsters`.`accuracy` AS t2_r5, `monsters`.`minGold` AS t2_r6, `monsters`.`maxGold` AS t2_r7, `monsters`.`hp` AS t2_r8, `monsters`.`level` AS t2_r9, `monsters`.`armor` AS t2_r10, `monsters`.`first_class` AS t2_r11, `monsters`.`weapon_id` AS t2_r12, `monsters`.`imageName` AS t2_r13, `monsters`.`monster_type` AS t2_r14, `monsters`.`boss_location_index` AS t2_r15, `monsters`.`boss_location_id` AS t2_r16, `monsters`.`created_at` AS t2_r17, `monsters`.`updated_at` AS t2_r18 FROM `discovered_locations` LEFT OUTER JOIN `boss_locations` ON `boss_locations`.id = `discovered_locations`.boss_location_id LEFT OUTER JOIN `boss_locations` monsters_discovered_locations_join ON (`discovered_locations`.`id` = `monsters_discovered_locations_join`.`boss_location_id`) LEFT OUTER JOIN `monsters` ON (`monsters`.`boss_location_id` = `monsters_discovered_locations_join`.`id`) WHERE (`discovered_locations`.`user_id` = 986759322) ORDER BY boss_location.location_index ASC The models associations are : class BossKill < ActiveRecord::Base belongs_to :user belongs_to :monster class DiscoveredLocation < ActiveRecord::Base belongs_to :user belongs_to :boss_location has_many :monsters, :through => :boss_location has_many :boss_kills, :through => :monsters class BossLocation < ActiveRecord::Base has_many :discovered_locations has_many :users, :through => :discovered_locations has_many :monsters Any ideas ?

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