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  • The Science Behind Salty Airline Food

    - by Jason Fitzpatrick
    In this collection, Artist Signe Emma combines a scientific overview of the role salt plays in airline food with electron microscope scans of salt crystals arranged to look like the views from an airplane–a rather clever and visually stunning way to deliver the message. Attached to the collection is this explaination of why airlines load their snacks and meals with salt: White noise consists of a random collection of sounds at different frequencies and scientists have demonstrated that it is capable of diminishing the taste of salt. At low-pressure conditions, higher taste and odour thresholds of flavourings are generally observed. At 30.000 feet the cabin humidity drops by 15%, and the lowered air pressure forces bodily fluids upwards. With less humidity, people have less moisture in their throat, which slows the transport of odours to the brains smell and taste receptors. That means that if a meal should taste the same up in the air, as on ground it needs 30% of extra salt. To combat the double assault on our sense of taste, the airlines boost the salt content to compensate. For more neat microscope scans as high-altitude view photographs, hit up the link below. How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • Java Desktop Application For Network users

    - by Motasem Abu Aker
    I'm developing a desktop application using Java. My application will run in a network environment where multiple users will access the same database through the application. There will be basic CRUD opreations (Insert, Update, Delete, & select), which means there will be chances of deadlock, or two users trying to update the same record at same time. I'm using the following Java Swing for Clients (MVC). MySQL Server for database (InnODB). Java Web start. Now, MySQL is centralized on the network, and all of the clients connect to it. The Application for ERP Purpose. I searched the internet to find a very good solution to ensure data integrity & to make sure that when updating one record from one client, other clients are aware of it. I read about Socket-server-client & RESTful web services. I don't want to go web application & don't want to use any extra libraries. So how can I handle this scenario: If User A updates a record: Is there a way to update User B's screen with the new value? If user A starts updating a record, how can I prevent other users from attempting to update the same record?

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  • Why does apt-get install Skype easily while aptitude complains about MAJOR dependency errors?

    - by Prateek
    I was trying to install Skype on Ubuntu 13.04, from the Canonical repositories. With apt-get it worked easily, while aptitude had a huge problem with dependencies and proposed a complicated solution. Why is this so? Why doesn't aptitude offer whatever apt-get does as a potential solution? Here is the output of both: apt-get install skype: Reading package lists... Building dependency tree... Reading state information... The following extra packages will be installed: gcc-4.7-base:i386 libasound2 libasound2:i386 libasound2-plugins:i386 libasyncns0:i386 libaudio2:i386 libavahi-client3:i386 libavahi-common-data:i386 libavahi-common3:i386 libc6:i386 libcomerr2:i386 libcups2:i386 libdbus-1-3 libdbus-1-3:i386 libdbusmenu-qt2:i386 libdrm-intel1 libdrm-intel1:i386 libdrm-nouveau2 libdrm-nouveau2:i386 libdrm-radeon1 libdrm-radeon1:i386 libdrm2 libdrm2:i386 libexpat1:i386 libffi6:i386 libflac8:i386 libfontconfig1:i386 libfreetype6:i386 libgcc1:i386 libgcrypt11 libgcrypt11:i386 libgl1-mesa-dri libgl1-mesa-dri:i386 libgl1-mesa-glx:i386 libglapi-mesa:i386 libglib2.0-0:i386 libgnutls26 libgnutls26:i386 libgpg-error0:i386 libgssapi-krb5-2:i386 libgstreamer-plugins-base0.10-0:i386 libgstreamer0.10-0:i386 libice6:i386 libjack-jackd2-0:i386 libjbig0:i386 libjpeg-turbo8:i386 libjpeg8:i386 libjson0:i386 libk5crypto3:i386 libkeyutils1:i386 libkrb5-3:i386 libkrb5support0:i386 liblcms1:i386 libllvm3.2:i386 liblzma5:i386 libmng1:i386 libmysqlclient18:i386 libogg0:i386 liborc-0.4-0:i386 libp11-kit0:i386 libpciaccess0:i386 libpcre3:i386 libpng12-0:i386 libpulse0:i386 libqt4-dbus libqt4-dbus:i386 libqt4-declarative libqt4-declarative:i386 libqt4-designer libqt4-help libqt4-network libqt4-network:i386 libqt4-opengl libqt4-opengl:i386 libqt4-script libqt4-script:i386 libqt4-scripttools libqt4-sql libqt4-sql:i386 libqt4-sql-mysql:i386 libqt4-sql-sqlite libqt4-svg libqt4-test libqt4-xml libqt4-xml:i386 libqt4-xmlpatterns libqt4-xmlpatterns:i386 libqtcore4 libqtcore4:i386 libqtgui4 libqtgui4:i386 libqtwebkit4:i386 libsamplerate0:i386 libselinux1:i386 libsm6:i386 libsndfile1:i386 libspeexdsp1:i386 libsqlite3-0:i386 libssl1.0.0 libssl1.0.0:i386 libstdc++6:i386 libtasn1-3:i386 libtiff5 libtiff5:i386 libtxc-dxtn-s2tc0:i386 libuuid1:i386 libvorbis0a:i386 libvorbisenc2:i386 libwrap0:i386 libx11-6 libx11-6:i386 libx11-xcb1 libx11-xcb1:i386 libxau6:i386 libxcb-dri2-0 libxcb-dri2-0:i386 libxcb-glx0 libxcb-glx0:i386 libxcb1 libxcb1:i386 libxdamage1:i386 libxdmcp6:i386 libxext6 libxext6:i386 libxfixes3 libxfixes3:i386 libxi6 libxi6:i386 libxml2 libxml2:i386 libxrender1 libxrender1:i386 libxslt1.1:i386 libxss1:i386 libxt6 libxt6:i386 libxv1 libxv1:i386 libxxf86vm1 libxxf86vm1:i386 mysql-common qdbus skype-bin:i386 sni-qt:i386 zlib1g:i386 Suggested packages: nas:i386 glibc-doc:i386 locales:i386 rng-tools rng-tools:i386 libglide3 libglide3:i386 gnutls-bin gnutls-bin:i386 krb5-doc:i386 krb5-user:i386 libvisual-0.4-plugins:i386 gstreamer-codec-install:i386 gnome-codec-install:i386 gstreamer0.10-tools:i386 gstreamer0.10-plugins-base:i386 jackd2:i386 liblcms-utils:i386 pulseaudio:i386 libqt4-declarative-folderlistmodel libqt4-declarative-gestures libqt4-declarative-particles libqt4-declarative-shaders qt4-qmlviewer libqt4-declarative-folderlistmodel:i386 libqt4-declarative-gestures:i386 libqt4-declarative-particles:i386 libqt4-declarative-shaders:i386 qt4-qmlviewer:i386 libqt4-dev libqt4-dev:i386 libthai0:i386 libicu48:i386 qt4-qtconfig qt4-qtconfig:i386 Recommended packages: libtxc-dxtn0:i386 xml-core:i386 The following NEW packages will be installed gcc-4.7-base:i386 libasound2:i386 libasound2-plugins:i386 libasyncns0:i386 libaudio2:i386 libavahi-client3:i386 libavahi-common-data:i386 libavahi-common3:i386 libc6:i386 libcomerr2:i386 libcups2:i386 libdbus-1-3:i386 libdbusmenu-qt2:i386 libdrm-intel1:i386 libdrm-nouveau2:i386 libdrm-radeon1:i386 libdrm2:i386 libexpat1:i386 libffi6:i386 libflac8:i386 libfontconfig1:i386 libfreetype6:i386 libgcc1:i386 libgcrypt11:i386 libgl1-mesa-dri:i386 libgl1-mesa-glx:i386 libglapi-mesa:i386 libglib2.0-0:i386 libgnutls26:i386 libgpg-error0:i386 libgssapi-krb5-2:i386 libgstreamer-plugins-base0.10-0:i386 libgstreamer0.10-0:i386 libice6:i386 libjack-jackd2-0:i386 libjbig0:i386 libjpeg-turbo8:i386 libjpeg8:i386 libjson0:i386 libk5crypto3:i386 libkeyutils1:i386 libkrb5-3:i386 libkrb5support0:i386 liblcms1:i386 libllvm3.2:i386 liblzma5:i386 libmng1:i386 libmysqlclient18:i386 libogg0:i386 liborc-0.4-0:i386 libp11-kit0:i386 libpciaccess0:i386 libpcre3:i386 libpng12-0:i386 libpulse0:i386 libqt4-dbus:i386 libqt4-declarative:i386 libqt4-network:i386 libqt4-opengl:i386 libqt4-script:i386 libqt4-sql:i386 libqt4-sql-mysql:i386 libqt4-xml:i386 libqt4-xmlpatterns:i386 libqtcore4:i386 libqtgui4:i386 libqtwebkit4:i386 libsamplerate0:i386 libselinux1:i386 libsm6:i386 libsndfile1:i386 libspeexdsp1:i386 libsqlite3-0:i386 libssl1.0.0:i386 libstdc++6:i386 libtasn1-3:i386 libtiff5:i386 libtxc-dxtn-s2tc0:i386 libuuid1:i386 libvorbis0a:i386 libvorbisenc2:i386 libwrap0:i386 libx11-6:i386 libx11-xcb1:i386 libxau6:i386 libxcb-dri2-0:i386 libxcb-glx0:i386 libxcb1:i386 libxdamage1:i386 libxdmcp6:i386 libxext6:i386 libxfixes3:i386 libxi6:i386 libxml2:i386 libxrender1:i386 libxslt1.1:i386 libxss1:i386 libxt6:i386 libxv1:i386 libxxf86vm1:i386 mysql-common skype skype-bin:i386 sni-qt:i386 zlib1g:i386 The following packages will be upgraded: libasound2 libdbus-1-3 libdrm-intel1 libdrm-nouveau2 libdrm-radeon1 libdrm2 libgcrypt11 libgl1-mesa-dri libgnutls26 libqt4-dbus libqt4-declarative libqt4-designer libqt4-help libqt4-network libqt4-opengl libqt4-script libqt4-scripttools libqt4-sql libqt4-sql-sqlite libqt4-svg libqt4-test libqt4-xml libqt4-xmlpatterns libqtcore4 libqtgui4 libssl1.0.0 libtiff5 libx11-6 libx11-xcb1 libxcb-dri2-0 libxcb-glx0 libxcb1 libxext6 libxfixes3 libxi6 libxml2 libxrender1 libxt6 libxv1 libxxf86vm1 qdbus 41 upgraded, 105 newly installed, 0 to remove and 138 not upgraded. Need to get 85.9 MB/89.2 MB of archives. After this operation, 204 MB of additional disk space will be used. Do you want to continue [Y/n]? aptitude install skype: Reading package lists... Building dependency tree... Reading state information... Reading extended state information... Initialising package states... The following NEW packages will be installed: gcc-4.7-base:i386{a} libasound2:i386{a} libasound2-plugins:i386{a} libasyncns0:i386{a} libaudio2:i386{a} libavahi-client3:i386{a} libavahi-common-data:i386{a} libavahi-common3:i386{a} libc6:i386{a} libcomerr2:i386{a} libcups2:i386{a} libdbus-1-3:i386{a} libdbusmenu-qt2:i386{a} libdrm-intel1:i386{a} libdrm-nouveau2:i386{a} libdrm-radeon1:i386{a} libdrm2:i386{a} libexpat1:i386{a} libffi6:i386{a} libflac8:i386{a} libfontconfig1:i386{a} libfreetype6:i386{a} libgcc1:i386{a} libgcrypt11:i386{a} libgl1-mesa-dri:i386{a} libgl1-mesa-glx:i386{a} libglapi-mesa:i386{a} libglib2.0-0:i386{a} libgnutls26:i386{a} libgpg-error0:i386{a} libgssapi-krb5-2:i386{a} libgstreamer-plugins-base0.10-0:i386{a} libgstreamer0.10-0:i386{a} libice6:i386{a} libjack-jackd2-0:i386{a} libjbig0:i386{a} libjpeg-turbo8:i386{a} libjpeg8:i386{a} libjson0:i386{a} libk5crypto3:i386{a} libkeyutils1:i386{a} libkrb5-3:i386{a} libkrb5support0:i386{a} liblcms1:i386{a} libllvm3.2:i386{a} liblzma5:i386{a} libmng1:i386{a} libmysqlclient18:i386{a} libogg0:i386{a} liborc-0.4-0:i386{a} libp11-kit0:i386{a} libpciaccess0:i386{a} libpcre3:i386{a} libpng12-0:i386{a} libpulse0:i386{a} libqt4-dbus:i386{a} libqt4-declarative:i386{a} libqt4-network:i386{a} libqt4-opengl:i386{a} libqt4-script:i386{a} libqt4-sql:i386{a} libqt4-sql-mysql:i386{a} libqt4-xml:i386{a} libqt4-xmlpatterns:i386{a} libqtcore4:i386{a} libqtgui4:i386{a} libqtwebkit4:i386{a} libsamplerate0:i386{a} libselinux1:i386{a} libsm6:i386{a} libsndfile1:i386{a} libspeexdsp1:i386{a} libsqlite3-0:i386{a} libssl1.0.0:i386{a} libstdc++6:i386{a} libtasn1-3:i386{a} libtiff5:i386{a} libtxc-dxtn-s2tc0:i386{a} libuuid1:i386{a} libvorbis0a:i386{a} libvorbisenc2:i386{a} libwrap0:i386{a} libx11-6:i386{a} libx11-xcb1:i386{a} libxau6:i386{a} libxcb-dri2-0:i386{a} libxcb-glx0:i386{a} libxcb1:i386{a} libxdamage1:i386{a} libxdmcp6:i386{a} libxext6:i386{a} libxfixes3:i386{a} libxi6:i386{a} libxml2:i386{a} libxrender1:i386{a} libxslt1.1:i386{a} libxss1:i386{a} libxt6:i386{a} libxv1:i386{a} libxxf86vm1:i386{a} mysql-common{a} skype skype-bin:i386{a} sni-qt:i386{a} zlib1g:i386{a} The following packages will be upgraded: libasound2 libdbus-1-3 libdrm-intel1 libdrm-nouveau2 libdrm-radeon1 libdrm2 libgcrypt11 libgl1-mesa-dri libgnutls26 libqt4-dbus libqt4-declarative libqt4-network libqt4-opengl libqt4-script libqt4-sql libqt4-xml libqt4-xmlpatterns libqtcore4 libqtgui4 libssl1.0.0 libtiff5 libx11-6 libx11-xcb1 libxcb-dri2-0 libxcb-glx0 libxcb1 libxext6 libxfixes3 libxi6 libxml2 libxrender1 libxt6 libxv1 libxxf86vm1 qdbus 35 packages upgraded, 105 newly installed, 0 to remove and 144 not upgraded. Need to get 81.7 MB/85.0 MB of archives. After unpacking 204 MB will be used. The following packages have unmet dependencies: libqt4-test : Depends: libqtcore4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. libqt4-designer : Depends: libqt4-script (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqt4-xml (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqtcore4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqtgui4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. libqt4-sql-sqlite : Depends: libqt4-sql (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqtcore4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. libqt4-help : Depends: libqt4-network (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqt4-sql (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqtcore4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqtgui4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. libqt4-svg : Depends: libqtcore4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqtgui4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. libqt4-scripttools : Depends: libqt4-script (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqtcore4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. Depends: libqtgui4 (= 4:4.8.4+dfsg-0ubuntu9) but 4:4.8.4+dfsg-0ubuntu9.2 is to be installed. The following actions will resolve these dependencies: Remove the following packages: 1) account-plugin-aim 2) account-plugin-facebook 3) account-plugin-flickr 4) account-plugin-generic-oauth 5) account-plugin-google 6) account-plugin-jabber 7) account-plugin-salut 8) account-plugin-twitter 9) account-plugin-windows-live 10) account-plugin-yahoo 11) empathy 12) friends 13) friends-dispatcher 14) friends-facebook 15) friends-twitter 16) gir1.2-signon-1.0 17) gnome-control-center-signon 18) libaccount-plugin-1.0-0 19) libfriends0 20) libqt4-designer 21) libqt4-help 22) libqt4-scripttools 23) libqt4-sql-sqlite 24) libqt4-svg 25) libqt4-test 26) libsignon-glib1 27) mcp-account-manager-uoa 28) nautilus-sendto-empathy 29) python-qt4 30) shotwell 31) signon-plugin-oauth2 32) signon-plugin-password 33) signon-ui 34) signond 35) ubuntu-sso-client-qt 36) ubuntuone-control-panel-qt 37) unity-lens-friends 38) unity-lens-photos 39) unity-scope-gdrive 40) webaccounts-extension-common 41) xul-ext-webaccounts Leave the following dependencies unresolved: 42) mcp-account-manager-uoa recommends gnome-control-center-signon 43) mcp-account-manager-uoa recommends account-plugin-aim 44) mcp-account-manager-uoa recommends account-plugin-jabber 45) mcp-account-manager-uoa recommends account-plugin-google 46) mcp-account-manager-uoa recommends account-plugin-facebook 47) mcp-account-manager-uoa recommends account-plugin-windows-live 48) mcp-account-manager-uoa recommends account-plugin-yahoo 49) mcp-account-manager-uoa recommends account-plugin-salut 50) ubuntu-desktop recommends empathy 51) ubuntu-desktop recommends libqt4-sql-sqlite 52) ubuntu-desktop recommends shotwell 53) ubuntu-desktop recommends ubuntuone-control-panel-qt 54) ubuntu-desktop recommends xul-ext-webaccounts 55) unity recommends unity-lens-photos 56) unity recommends unity-lens-friends 57) unity-lens-files recommends unity-scope-gdrive 58) libqt4-sql recommends libqt4-sql-mysql | libqt4-sql-odbc | libqt4-sql-ps Accept this solution? [Y/n/q/?] And in case this helps, aptitude show skype: Package: skype State: not installed Version: 4.2.0.11-0ubuntu0.12.04.2 Priority: extra Section: net Maintainer: Steve Langasek <[email protected]> Architecture: amd64 Uncompressed Size: 62.5 k Depends: skype-bin Conflicts: skype Description: client for Skype VOIP and instant messaging service Skype is software that enables the world's conversations. Millions of individuals and businesses use Skype to make free video and voice calls, send instant messages and share files with other Skype users. Every day, people also use Skype to make low-cost calls to landlines and mobiles. * Make free Skype-to-Skype calls to anyone else, anywhere in the world. * Call to landlines and mobiles at great rates. * Group chat with up to 200 people or conference call with up to 25 others. * Free to download.

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  • Common way of animating 'motion' for walk cycle animations

    - by Ben Hymers
    I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development-specific audience, so apologies for cross-posting! It's for the right reasons :) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in-place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in-game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is: what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open-source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this?

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  • Breadcrumbs in a modern web application, make sense? [on hold]

    - by Xtreme Biker
    I'm currently beginning with the development of a new web application. The whole web application is going to be bookmarkable and all the pages accesible via GET requests and url parameters. Having said that, let's suppose I've got three entities in my application, Customer, Team and City. Each Customer and Team belong to a city and I've got a city-detail page which displays the detail for a concrete city. So next navigation cases are possible: Customers - Customer detail (id=2) - City detail (id=3) Football teams - Team detail (id=5) - City detail (id=3) Cities - City detail (id=3) There are three possible ways of ending up in a city detail view. My question is, does it make sense to implement a breadcrumb to show such a history, having it available in the browser itself? Would it be more appropiate to show a breadcrumb with the last case, no matter where we're coming from (hierarchical breadcrumb)? That's what Jakob Nielsen points out here: Offering users a Hansel-and-Gretel-style history trail is basically useless, because it simply duplicates functionality offered by the Back button, which is the Web’s second-most-used feature. A history trail can also be confusing: users often wander in circles or go to the wrong site sections. Having each point in a confused progression at the top of the current page doesn’t offer much help. Finally, a history trail is useless for users who arrive directly at a page deep within the site. Also, even if the history trail seems the most natural way to implement it, it requires an extra effort to keep the whole track being HTTP a stateless mean.

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • Laptop battery life drastically decreased compared to Windows 7

    - by Aron Rotteveel
    I am running Ubuntu 10.10 on my Dell Studio XPS 1640 and have about one hour of battery life in it, compared to about 2.5 hours running on Windows 7. This is with wireless and bluetooth on, but still, the difference seems incredible. What could be causing such a difference and is there a way to close the gap without losing core functionality? EDIT: here's some output from powertop. This is with bluetooth turned off and Wifi turned on. The output seems pretty normal to me, but as indicated, this is about 1 hour of battery life on a full battery... Wakeups-from-idle per second : 476.2 interval: 10.0s Power usage (ACPI estimate): 2.5W (1.2 hours) Top causes for wakeups: 30.0% (167.2)D chrome 21.0% (117.3) [extra timer interrupt] 13.9% ( 77.4) [kernel scheduler] Load balancing tick 3.4% ( 18.9)D xchat 7.1% ( 39.8) [iwlagn] <interrupt> 5.9% ( 32.9) AptanaStudio3 3.9% ( 21.6)D java 2.7% ( 14.9) [TLB shootdowns] <kernel IPI> 2.5% ( 14.1) docky 1.8% ( 10.0) nautilus 1.6% ( 9.0) thunderbird-bin 1.0% ( 5.5) [ahci] <interrupt> 0.9% ( 5.0) syndaemon 0.8% ( 4.3) [kernel core] hrtimer_start (tick_sched_timer) EDIT: after changing /proc/sys/vm/laptop_mode to 5 (it was set to 0), wakeups seem to have decreased, although usage still seems far too high: Wakeups-from-idle per second : 263.8 interval: 10.0s Power usage (ACPI estimate): 2.6W (0.9 hours) EDIT: I seem to have discovered the main cause: I was using the open source ATI Drivers. I recently installed the official ATI drivers and laptop battery life seems to have doubled since. EDIT: last edit. The previous 'solution' of installing the official ATI drivers turns out to be a non-solution. Although it does increase battery life, my laptop resolution is maxed out at 1200x800 after a reboot. (Please note that this problem does not need answering in this question as it is a seperate case)

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  • Working with multiple interfaces on a single mock.

    - by mehfuzh
    Today , I will cover a very simple topic, which can be useful in cases we want to mock different interfaces on our expected mock object.  Our target interface is simple and it looks like:   public interface IFoo : IDisposable {     void Do(); } Now, as we can see that our target interface has implemented IDisposable and in normal cases if we have to implement it in class where language rules require use to implement that as well[no doubt about it] and whether or not there can be more complex cases, we want to ensure that rather having an extra call(..As()) or constructs to prepare it for us, we should do it in the simplest way possible. Therefore, keeping that in mind, first we create a mock of IFoo var foo = Mock.Create<IFooDispose>(); Then, as we are interested with IDisposable, we simply do: var iDisposable = foo as IDisposable;   Finally, we proceed with our existing mock code. Considering the current context, we I will check if the dispose method has invoked our mock code successfully.   bool called = false;   Mock.Arrange(() => iDisposable.Dispose()).DoInstead(() => called = true);     iDisposable.Dispose();   Assert.True(called);   Further, we assert our expectation as follows: Mock.Assert(() => iDisposable.Dispose(), Occurs.Once());   Hopefully that will help a bit and stay tuned. Enjoy!!

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  • Workflow workarounds: tracking individual column changes

    - by PeterBrunone
    This post is long overdue, but since the question keeps popping up on various SharePoint discussion lists, I figured I'd document the answer here (next time I can just post a link instead of typing the whole thing out again).In short, you cannot trigger a SharePoint workflow when a column changes; you can only use the ItemChanged event.  To get more granular, then, you need to add some extra bits.Let's say you have a list called "5K Races" with a column called StartTime, and you want to execute some actions when the StartTime value changes.  Simply perform the following steps:1)  Create an additional column (same datatype) called OldStartTime.2)  When the workflow starts, compare StartTime to OldStartTime.    a) If they are equal, then do nothing (end).    b) If they are NOT equal, proceed with your workflow.3)  If 2b, then set OldStartTime to the value of StartTime.By performing step 3, you ensure that by the end of the workflow, OldStartTime will be equal to StartTime -- this is important because the workflow will continue to run every time a particular item is changed, but by taking away the criterion that would cause the workflow to run the second time, you have avoided an endless loop situation. 

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  • What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

    - by tigrou
    I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot of items ( 1000), all are box shapes and they don't overlap. Here is things i have tried : btDbvt* bvtItems = new btDbvt(); //btDbvt is a hierachical AABB tree, used by Bullet foreach(var item ...) { btDbvtVolume volume = ... //compute item AABB; bvtItems->insert(volume, (void*)someExtraData); } Then, to find collisions between items and player : playerRigidBody->getAabb(min, max); btDbvtVolume playervolume = ... //compute player AABB bvtItems->collideTV(bvtItems->m_root, playervolume, *someCollisionHandler); This works fairly well (and its very fast), however, there is a problem : it only check items AABB against player AABB. That loss of precision is acceptable for items but not for player which is not a box. It would actually need another check to make sure player really collide with item but i don't know how to do this in Bullet. It would have been nice to have a function like this : playerRigidBody->checkCollisionWithAABB(); After doing trying that, I discovered that a btGhostObject exist and seems to have been made for that. I changed my code like this : foreach(var item...) { btCollisionObject* ghostObject = new btGhostObject(); ghostObject->setCollisionShape(boxShape); ghostObject->setCollisionFlags(ghostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); startTransform.setOrigin(...); //item position ghostObject->setWorldTransform(startTransform); dynamicsWorld->addCollisionObject(ghostObject, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy:: CharacterFilter); } It also works ok, but there is a huge fps drop (almost ten times slower) which is not acceptable. Maybe there is something missing (forget set a flag) and Bullet is doing extra job for nothing or maybe all that ghostObjects are polluting broad phase and ghostObject is not the right thing for that. Any help would be appreciated.

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  • Help me select a "Simpler" target to create a new language: .NET, LLVM, Go, Own VM

    - by mamcx
    Lets define "Simple". This is my first language. I have no previous experience I will not dedicate +4 years to learn it properly. I'm a professional software [developer], but as an amateur in this area, I want instant gratification. If the idea shows a future, I could rewrite it. I don't want to do everything from scratch. In fact, if there exists a way to get GO (for example), change its syntax, add some sugar, give some extra functions and leave intact everything else, that would be perfect! From the example of coffescript/scala I think is better to build on top of some rich runtime like .NET/GO so I don't need to rewrite everything. HOWEVER, if is better other way, no problem for the first try! I want it in a week. I need it in a week so it will really take a month. Then it truly takes 3 months. But I don't want to put more that 3 months on this. I could reduce the scope of my language, but I hope the tools will help me a lot... I want to build a new language. Similar to python, but typed. I wonder what to build it on top of. I like the idea of building on top of GO. To get their sane (IMHO) OO paradigm (I plan to do the same, using interfaces, not inheritance), get goroutines and some other stuff. In my naive thinking I imagine that spit another language could help me to debug it more easily. However, look like everyone is building on top of something like .NET (don't like Java), LLVM or make it own VM. I read http://createyourproglang.com/ (great!) and the part of the VM look "easy" to me. So, what I need is the proper criteria and question I need to know in advance to have a fair shot at make this.

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  • Collision Detection for a 2D RPG

    - by PHMitrious
    First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking into account other people's experience as well. I'm starting a 2D online RPG project. I am using SFML for graphics and input and I'm creating a basic game structure and all for the game, creating modules for each part of the game. Well, let me get to the point I just wanted to give you guys some context. I want to decide on how I'm going to work with collision detection. Well I'm kinda going to work on maps with a tile map divided in layers (as usual) and add an extra 2 layers - not exactly in the map - for objects. So I'll have collisions between objects and agents (players - npcs - monsters - spells etc) and agents and tiles. The seconds one can be easily solved the first one need a little bit of work. I considered both creating a basic collision test engine using polygons and a quadtree to diminish tests since I'm going to be working with big maps with lots of objects - creating both a physical and graphical world representation. And I also considered using a physics engine like Box2D for collision tests. I think the first approach would take more work on my part but the second one would have the overhead of using a whole physics engine for just collision detection and no physics. What do you guys think ?

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  • WLS Console Timeout

    - by john.graves(at)oracle.com
    The WebLogic console timeout is a great feature for security, yet a horrible feature during development.  Logging in over and over again gets to be annoying.  This is very easy to change, but I would never do this on a production system!   Find the WebLogic consoleapp weblogic.xml file.  This is typically in your WL_HOME/server/lib/consoleapp/webapp/WEB-INF/ directory. Edit the weblogic.xml file: Update the section shown and increase the timeout-secs.  I just throw an extra zero at the end giving me ten full hours of fun!!!: <session-descriptor> <timeout-secs>36000</timeout-secs> <invalidation-interval-secs>60</invalidation-interval-secs> <cookie-name>ADMINCONSOLESESSION</cookie-name> <cookie-max-age-secs>-1</cookie-max-age-secs> <cookie-http-only>false</cookie-http-only> <url-rewriting-enabled>false</url-rewriting-enabled> </session-descriptor> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

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  • Brocken package for libavcodec54 & libx264-123 in ubuntu 14.04LTS

    - by Kachavarapu Ajay
    $ sudo apt-get install -f [sudo] password for ajay: Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following extra packages will be installed: libx264-123 The following NEW packages will be installed: libx264-123 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. 2 not fully installed or removed. Need to get 0 B/345 kB of archives. After this operation, 1,005 kB of additional disk space will be used. Do you want to continue? [Y/n] y (Reading database ... 166965 files and directories currently installed.) Preparing to unpack .../libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb ... Unpacking libx264-123:amd64 (2:0.123.2189+git35cf912-1ubuntu4) ... dpkg-deb (subprocess): decompressing archive member: lzma error: compressed data is corrupt dpkg-deb: error: subprocess <decompress> returned error exit status 2 dpkg: error processing archive /var/cache/apt/archives/libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb (--unpack): cannot copy extracted data for './usr/lib/x86_64-linux-gnu/libx264.so.123' to '/usr/lib/x86_64-linux-gnu/libx264.so.123.dpkg-new': unexpected end of file or stream Errors were encountered while processing: /var/cache/apt/archives/libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • MySQL – Introduction to CONCAT and CONCAT_WS functions

    - by Pinal Dave
    MySQL supports two types of concatenation functions. They are CONCAT and CONCAT_WS CONCAT function just concats all the argument values as such SELECT CONCAT('Television','Mobile','Furniture'); The above code returns the following TelevisionMobileFurniture If you want to concatenate them with a comma, either you need to specify the comma at the end of each value, or pass comma as an argument along with the values SELECT CONCAT('Television,','Mobile,','Furniture'); SELECT CONCAT('Television',',','Mobile',',','Furniture'); Both the above return the following Television,Mobile,Furniture However you can omit the extra work by using CONCAT_WS function. It stands for Concatenate with separator. This is very similar to CONCAT function, but accepts separator as the first argument. SELECT CONCAT_WS(',','Television','Mobile','Furniture'); The result is Television,Mobile,Furniture If you want pipeline as a separator, you can use SELECT CONCAT_WS('|','Television','Mobile','Furniture'); The result is Television|Mobile|Furniture So CONCAT_WS is very flexible in concatenating values along with separate. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: MySQL, PostADay, SQL, SQL Authority, SQL Query, SQL Tips and Tricks, T SQL

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  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

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  • Minimizing data sent over a webservice call on expensive connection

    - by aceinthehole
    I am working on a system that has many remote laptops all connected to the internet through cellular data connections. The application will synchronize periodically to a central database. The problem is, due to factors outside our control, the cost to move data across the cellular networks are spectacularly expensive. Currently the we are sending a compressed XML file across the wire where it is being processed and various things are done with (mainly stuffing it into a database). My first couple of thoughts were to convert that XML doc to json, just prior to transmission and convert back to XML just after receipt on the other end, and get some extra compression for free without changing much. Another thought was to test various other compression algorithms to determine the smallest one possible. Although, I am not entirely sure how much difference json vs xml would make once it is compressed. I thought that their must be resources available that address this problem from an information theory perspective. Does anyone know of any such resources or suggestions on what direction to go in. This developed on the MS .net stack on windows for reference.

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  • Rendering different materials in a voxel terrain

    - by MaelmDev
    Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value between 0 and 1). My current idea for rendering these different materials on the terrain mesh is to store eleven extra attributes in each vertex: six material values corresponding to the materials of the voxels that the vertices lie between, three decimal values that correspond to the interpolation each vertex has between each voxel, and two decimal values that are used to determine where the fragment lies on the triangle. The material and interpolation attributes are the exact same for each vertex in the triangle. The fragment shader samples each texture that corresponds to each material and then uses the aforementioned couple of decimal values to interpolate between these samples and obtain the final textured color of the fragment. It should work fine, but it seems like a big memory hog. I won't be able to reuse vertices in the mesh with indexing, and each vertex will have a lot of data associated with it. It also seems pretty slow. What are some ways to improve or replace this technique for drawing materials on a voxel terrain mesh?

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  • Can anyone recommend an AI sandbox?

    - by user19433
    I'm passionate person, who has been around AI from a long time [1] but never going in deep enough. Now it's time! I've been really looking for some way to concentrate on AI coding but couldn't succeeded to find an AI environment I can focus on. I just want to use an AI sandbox environment which would let me have tools like: visibility information character controller able to easily define a level, with obstacles of course physics collider management triggers management don't need to be a shiny, eye candy graphical render : this is about pathfinding, tactical reasoning, etc.. I have tried : Unreal Dev Kit : while the new release announce is about C++ coding, this is about external tools and will be released in 2013 Cry Engine : really interesting as AI is presents here but coding with it appears to be an hell: did I got it wrong ? Half Life source, C4, Torque, Dx Studio : either quite old, not very useful or costly these imply to dig in documentation (when provided) to code everything, graphics included. Unity 3D : the most promising platform. While you also need to create your own environment, there are lot of examples. The disadvantage is, in addition to spend time to have this env. working, is the languages choice : C#, Javascript or Boo. C# is not that hard, but this implies you'll allways have to convert papers (I love those from Lars Linden) books codes, or anything you can have in Aigamedev are most often in C++. This is extra work. I've look at "Simple Path", the very good Arong Greenberg work but no source provided and AngryAnt work. AI Sandbox : this seems to be exactly what as AI coder I want to use. I saw some preview but from 2009 we still don't know what it will be about precisely, will it be opensource or free (I strongly doubt), will I be able to buy it? will it really provide me tools I need to focus on AI ? That being said, what is the best environment to be able to focus on AI coding only, is it even possible?

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Usage of repository between EF model and code consumer

    - by jim
    I have binary data in my database that I'll have to convert to bitmap at some point. I was thinking whether or not it's appropriate to use a repository and do it there. My consumer, which is a presentation layer, will use this repository. For example: // This is a class I created for modeling the item as is. public class RealItem { public string Name { get; set; } public Bitmap Image { get; set; } } public abstract class BaseRepository { //using Unity (http://unity.codeplex.com) to inject the dependancy of entity context. [Dependency] public Context { get; set; } } public calss ItemRepository : BaseRepository { public List<Items> Select() { IEnumerable<Items> items = from item in Context.Items select item; List<RealItem> lst = new List<RealItem>(); foreach(itm in items) { MemoryStream stream = new MemoryStream(itm.Image); Bitmap image = (Bitmap)Image.FromStream(stream); RealItem ritem = new RealItem{ Name=item.Name, Image=image }; lst.Add(ritem); } return lst; } } Is this a correct way to use the repository pattern? I'm learning this pattern and I've seen a lot of examples online that are using a repository but when I looked at their source code... for example: public IQueryable<object> Select { return from q in base.Context select q; } as you can see no behavior is added to the system by their approach, so I was confused that maybe repository is something else and I got it all wrong. At the end there should be extra benifits of using them right?

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  • Preventing possible burnout in a junior dev, or perhaps I'm not doing enough?

    - by m.edmondson
    I'm a software developer with 5 years experience over 3 companies. Within the last year a junior (brand new to the industry) has started at my current employer. I believe he is an excellent developer, who always delivers and is skilled as solving complex problems. However I'm slightly concerned that he is possibly applying himself too much for the following reasons: He begins work approximately 2 hours before most (and is expected) In his free time he has developed an application that was clearly months worth of work that is specific to our employer I and the team are completely greatful for all he is doing, and is clearly an asset to our team. However I'm worried that this is not sustainable. I can almost see that he has the same enthusiasm that I had when I began coding for work, however over the years I've realised that extra curricular work not only doesn't progress your career, but eats into your all important free time. The question I'm asking is: Should I advise him to take things a bit more slowly? Or perhaps I need to learn from him and do more for my employer out of hours?

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  • How can I prevent seams from showing up on objects using lower mipmap levels?

    - by Shivan Dragon
    Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, it's a cylinder with the top cap removed: I've exported the UVs: Then imported them into Photoshop, and painted the inner area in yellow and the outer area in red. I made sure I cover well the UV lines: I then save the image and load it as texture on the model in Blender. Actually, I just reload it as the image where the UVs are exported, and change the viewport view mode to textured. When I look at the mesh up-close, there's yellow everywhere, everything seems fine: However, if I start zooming out, I start seeing red (literally and metaphorically) where the texture edges are: And the more I zoom, the more I see it: Same thing happends in Unity, though the effect seems less pronounced. Up close is fine and yellow: Zoom out and you see red at the seams: Now, obviously, for this simple example a workaround is to spread the yellow well outside the UV margins, and its fine from all distances. However this is an issue when you try making a complex texture that should tile seamlessly at the edges. In this situation I either make a few lines of pixels overlap (in which case it looks bad from upclose and ok from far away), or I leave them seamless and then I have those seams when seeing it from far away. So my question is, is there something I'm missing, or some extra thing I must do to have my texture look seamless from all distances?

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  • Basics of Website development [closed]

    - by user975234
    I have read this post: What should every programmer know about web development? but I have some more questions... I will be developing a content related website very soon and I am confused about some technology stuff. I am thinking about developing the site using ruby on rails. So when I'll be buying hosting, do I need to ask for something special? Like for example, we need to specify what kind of hosting we need, windows or linux. So for ruby on rails do I need some extra facilities from the hosting provider? Is ruby on rails a good choice for a large content related website? This may be a bit stupid but how do I choose my backend, scripting languages etc? Thing is I am really new to website development. And the flow of making websites is not clear. Any links will be helpful. EDIT: I know this question has been voted as non constructive. But if any one still has some precise knowledge about how the flow of website development goes, please comment your views.. That will be helpful!

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  • Web hosting providers for businesses (with offsite backups, disaster recovery options, etc.) [closed]

    - by Harry Muscle
    Possible Duplicate: How to find web hosting that meets my requirements? I'm wondering if anyone can point me in the direction of a couple of web hosting providers that are geared towards businesses. By this I mean providers that make it easy to create daily off site backups, are aware that websites require disaster recovery options and have these in place or are able to assist with them, etc. We currently have about a dozen sites with various providers, however, I've been asked to consolidate all of these into one provider and create a full disaster recovery plan. Unfortunately it seems like most providers are geared towards average users that don't require all these extra bells and whistles that businesses need. For example, HostGator, which is a very popular and well reviewed provider, doesn't even allow you to schedule full backups, they have to be manually requested via cPanel and then downloaded once available. If anyone can point out a couple companies that might be able to help with these sorts of things that would be much appreciated. Thanks, Harry P.S. I should also add that we are hoping to stay away from having to manage our own server, we're hoping for a fully managed solution like what HostGator would offer for example.

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