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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • How To Capture Screenshot Of Logon Screen In Windows 7?

    - by Gopinath
    There are plenty of freeware’s and paid applications that lets you capture screenshots. But none of them let you grab screenshot of Logon screen. In order to capture the screenshots of Logon screen we either had to use a Digital Camera and take a photo or run Windows in a virtual environment and capture screenshot.  Is there any other simple and easy way to grab Logon screenshots in Windows 7? Windows 7 Login Camera is a nice freeware that lets you capture screenshots of Logon screen very easily. To grab the screenshots install the application, lock the screen by pressing CTRL + L and use ease of access button located on the bottom left side. Windows 7 Login Camera launches and allows you save the captured screen on desired location. This handy tool is developed by deviantart.com website user yvidhiatama  and it’s compatible with all the 32bit version of Windows 7. Download Windows 7 Login Camera This article titled,How To Capture Screenshot Of Logon Screen In Windows 7?, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Linking one uniform variable to many shaders

    - by Winged
    Let's say, that I have 3 programs, and in each of those programs there is a view matrix uniform, which should be the same in all those programs. Right now, when my camera moves, I need to re-upload the modified matrix to every program separately. Is it possible to create some kind of global uniforms which are constant for all programs linked to it, so I could just upload the matrix once? I tried creating a globalUniforms object which looked kinda like this: var globalUniforms = { program: {}, // (...) vMatrixUniform: null, // (...) initialize: function() { vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); } }; So I could just link it to proper programs like this: program.vMatrixUniform = globalUniforms.vMatrixUniform;, and then pass the matrix like this: if (camera.isDirty.viewMatrix !== false) { camera.isDirty.viewMatrix = false; gl.uniformMatrix4fv(globalUniforms.vMatrixUniform, false, camera.viewMatrix.element); } but unfortunately it throws an error: Uncaught exception: gl.INVALID_VALUE was caused by call to: getUniformLocation called from line 272, column 2 in () in mysite/js/mesh.js: vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); Summing up: is there a more efficient way of managing shaders which follows my logic?

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  • 2D Side scroller collision detection

    - by Shanon Simmonds
    I am trying to do some collision detection between objects and tiles, but the tiles do not have there own x and y position, they are just rendered to the x and y position given, there is an array of integers which has the ids of the tiles to use(which are given from an image and all the different colors are assigned different tiles) int x0 = camera.x / 16; int y0 = camera.y / 16; int x1 = (camera.x + screen.width) / 16; int y1 = (camera.y + screen.height) / 16; for(int y = y0; y < y1; y++) { if(y < 0 || y >= height) continue; // height is the height of the level for(int x = x0; x < x1; x++) { if(x < 0 || x >= width) continue; // width is the width of the level getTile(x, y).render(screen, x * 16, y * 16); } } I tried using the levels getTile method to see if the tile that the object was going to advance to, to see if it was a certain tile, but, it seems to only work in some directions. Any ideas on what I'm doing wrong and fixes would be greatly appreciated. What's wrong is that it doesn't collide properly in every direction and also this is how I tested for a collision in the objects class if(!level.getTile((x + xa) / 16, (y + ya) / 16).isSolid()) { x += xa; y += ya; } EDIT: xa and ya represent the direction as well as the movement, if xa is negative it means the object is moving left, if its positive it is moving right, and same with ya except negative for up, positive for down.

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  • Webcam doesn't work in Ubuntu 12.10

    - by Kzhi
    I have Gembird cam68ut. On my Ubuntu 12.10 it shows black screen in cheese and guvcview. I tested it in win7, it works fine. Here what I found: It is a uvc compliant camera, I checked on the site: 18ec:3299 USB 2.0 PC Camera (model number QC3231) ArkMicro This webcam is report by lsusb: Bus 001 Device 004: ID 18ec:3299 Arkmicro Technologies Inc. Here is the output of dmesg | tail: uvcvideo: Found UVC 1.00 device USB2.0 PC CAMERA (18ec:3299) uvcvideo: UVC non compliance - GET_DEF(PROBE) not supported. Enabling workaround. input: USB2.0 PC CAMERA as /devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.5/1-1.5:1.0/input/input17 usbcore: registered new interface driver uvcvideo USB Video Class driver (1.1.1) When I run cheese (or guvcview), here what I get in terminal: libv4l2: error turning on stream: No space left on device (cheese:11797): cheese-WARNING **: Internal data flow error. I tried it on different usb slots with the same results The Webcam's microphone works, I can record audio with it Guys, any thoughts on what can be done to make it work?

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  • Matrix.CreateBillboard centre rotation problem

    - by Chris88
    I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: BasicEffect quadEffect; Drawing the quad shape: Left = Vector3.Cross(Normal, Up); Vector3 uppercenter = (Up * height / 2) + origin; LowerLeft = uppercenter + (Left * width / 2); LowerRight = uppercenter - (Left * width / 2); UpperLeft = LowerLeft - (Up * height); UpperRight = LowerRight - (Up * height); Where height and width are float values passed in (it draws a square) Draw method: quadEffect.View = camera.view; quadEffect.Projection = camera.projection; quadEffect.World = Matrix.CreateBillboard(Origin, camera.cameraPosition, Vector3.Up, camera.cameraDirection); GraphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>( PrimitiveType.TriangleList, Vertices, 0, 4, Indexes, 0, 2); } GraphicsDevice.BlendState = BlendState.Opaque; In the screenshots below i draw the image at Vector3(32f, 0f, 32f) The screenshots below show you the position of the quad in relation to the red cross. The red cross shows where it should be drawn http://i.imgur.com/YwRYj.jpg http://i.imgur.com/ZtoHL.jpg It rotates around the red cross position

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • Can certain system-hungry modules be disabled in Ubuntu?

    - by Ole Thomsen Buus
    Hi, Let me add some context: I am currently using Ubuntu 9.10 64-bit (Desktop) on a relatively powerful stationary PC (Intel Core i7 920, 12GB ram). My purpose is highspeed imaging with a pointgrey Grashopper machine-vision camera (for research, PhD project). This camera is capable of 200 fps at full VGA (640x480) resolution. The camera is connected using Firewire (1394b) and the drivers and software from Pointgrey works great. I have developed a console C++ application that can grap a certain number of frames to preallocated memory and after this also save the grapped frames to harddrive. Currently it works fine but sometimes I am observing a few framedrops (1-3). When this happens I reset the experiment and repeat the recording and usually i am lucky the second time with no framedrops (the camera-driver has a internal framecounter that I am using). Question: I usually go to tty1 and use "sudo service gdm stop" to disable the graphical frontend. It seems to release some memory though that is not my main concern. My concern is CPU resources. Are there other system hungry modules that can be disabled temporarily such that the CPU gets less busy on Ubuntu 9.10? At some point in the future I will update to 10.10. Should I perhaps option for the server edition instead? Thanks.

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • SDL blitting multiple surfaces at once

    - by extropic_engine
    I'm trying to write a platforming game where the sprites for the level backgrounds are broken up into 512x512 chunks. I keep 3 chunks in memory at a time and I'm trying to write code to blit all three to the screen. Here is the current code I have: SDL_Rect where; where.y = -game->camera->y; where.x = -game->camera->x - MAP_WIDTH; SDL_BlitSurface(left_chunk, NULL, screen, &where); where.x = -game->camera->x; SDL_BlitSurface(center_chunk, NULL, screen, &where); where.x = -game->camera->x + MAP_WIDTH; SDL_BlitSurface(right_chunk, NULL, screen, &where); The issue I'm running into is that whichever chunk gets blitted first is the only one that shows up. The rest fail to appear onscreen. I think the issue might have something to do with alpha transparency, but even if the chunks don't overlap at all they still fail to blit. In other parts of the code I'm blitting multiple things to the screen at once, such as characters and backgrounds, and they all show up correctly. This particular segment of code is the only area I'm encountering this problem. If I comment out the line that blits left_chunk, it changes to this:

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  • Is possible to change default diff tool in Mercurial?

    - by Matías
    Hi, Everytime that I do an 'hg diff file.ext' I end up using a console diff application. Is there a way to change that? I can't find a reference in Mercurial documentation (I'm not talking about merge!). I would like to use Kdiff3 or WinMerge (I'm using Windows). Thanks for your time. Best regards.

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  • Is there any open source tool that automatically 'detects' email threading like Gmail?

    - by Chris W.
    For instance, if the original message (message 1) is... Hey Jon, Want to go get some pizza? -Bill And the reply (message 2) is... Bill, Sorry, I can't make lunch today. Jonathon Parks, CTO Acme Systems On Wed, Feb 24, 2010 at 4:43 PM, Bill Waters wrote: Hey John, Want to go get some pizza? -Bill In Gmail, the system (a) detects that message 2 is a reply to message 1 and turns this into a 'thread' of sorts and (b) detects where the replied portion of the message actually is and hides it from the user. (In this case the hidden portion would start at "On Wed, Feb..." and continue to the end of the message.) Obviously, in this simple example it would be easy to detect the "On <Date, <Name wrote:" or the "" character prefixes. But many email systems have many different style of marking replies (not to mention HTML emails). I get the feeling that you would have to have some damn smart string parsing algorithms to get anywhere near how good GMail's is. Does this technology already exist in an open source project somewhere? Either in some library devoted to this exclusively or perhaps in some open source email client that does similar message threading? Thanks.

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  • Any collaborative tool/website to localize an Android app?

    - by Nicolas Raoul
    My open source Android application has internationalization done the Android way, with strings.xml files. The community has many people from many countries, and they are willing to contribute/improve translations using a collaborative website. There is Launchpad but it only supports the gettext format so we would have to use scripts, not very convenient. There is Crowdin but somehow this website seems dead, nearly no projects, and the download links do not work. Actually we started using Crowdin but all download links fail to give any strings.xml file back, see here. What website is convenient for translating open source Android applications?

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  • Using Valgrind tool how can I detect which object trying to access 0x0 address ?

    - by Davit Siradeghyan
    I have this output when trying to debug Program received signal SIGSEGV, Segmentation fault 0x43989029 in std::string::compare (this=0x88fd430, __str=@0xbfff9060) at /home/devsw/tmp/objdir/i686-pc-linux-gnu/libstdc++-v3/include/bits/char_traits.h:253 253 { return memcmp(__s1, __s2, __n); } Current language: auto; currently c++ Using valgrind I getting this output ==12485== Process terminating with default action of signal 11 (SIGSEGV) ==12485== Bad permissions for mapped region at address 0x0 ==12485== at 0x1: (within path_to_my_executable_file/executable_file)

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  • how can i use ORM tool like My Generation?

    - by ykaratoprak
    i downloaded MyGeneration from net. And run. it has got connection string. "Provider=SQLOLEDB.1;Persist Security Info=False;User ID=sa;Data Source=localhost " on the other hand; my connection string : Data Source=.\sqlexpress; Initial Catalog=NetTanitimTest; Integrated Security=True if i click save or connect button it throws to me connection error. Who used it can you hel p me?

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  • Is there any er diagram tool in Windows that I can use to connect to a MySQL 4.1 database in Unix?

    - by melaos
    I have a few test databases in some Unix SUSE 8 servers and initially the plan was to find some tools which can directly create the ERD straight from the server until someone told me that I can find tools to connect from the Windows PC straight to the Unix MySQL database. So I saw MySQL query analyzer which can do this but unfortunately there are no options to create an ERD. So are there any tools, preferably open source or free which can do this? I've done some basic googling but didn't know what is the exact terms to use to search for this and have so far found nothing useful yet. Updates: I just found out that the latest version of workbench doesn't work MySQL 4.1 Enterprise Edition which is the version that I have! And I try to use fabFORCE DBDesigner but I can't even connect at all using that one :( What can work for this version of MySQL?

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  • "Tool tip" covered by ToolStripItems if they have dropdown items?

    - by Theis
    In Windows Forms - if the dropdown items of a MenuStrip has tooltips and dropdown items themselves the tooltip will have about a 50% chance of showing up below the ToolStripItems. What is the workaround? To repro you can create the MenuStrip in Visual Studio or just add the following code to a form and then try to hover your mouse over the menu items to get a tooltip: //Make a menu strip MenuStrip menu = new MenuStrip(); this.Controls.Add(menu); //Add category "File" ToolStripMenuItem fileItem = new ToolStripMenuItem("File"); menu.Items.Add(fileItem); //Add items for (int i = 0; i < 10; i++) { ToolStripMenuItem item = new ToolStripMenuItem("item"); item.ToolTipText = "item tooltip"; item.DropDownItems.Add("sub item"); fileItem.DropDownItems.Add(item); } I am using .NET 3.5

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  • Why is SpringSource Tool Suite (STS) so slow? And how can I fix it?

    - by colbeerhey
    I've been running STS 2.3.2 on a MacBook Pro for a few days now. I'm finding the performance to be significantly slower than any other build of Eclipse I've used. For example, switching from one tab to another can take up to 4 seconds. I tried turning off much of the validation, and increasing the memory, but it's not making a difference. Are others having similar experiences?

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  • Force File Reload Before Build

    - by Byron Ross
    We have a tool that generates some code (.cs) files that are used to build the project. The tool is run during the pre-build step, but the files are updated in the solution only after the build, which means the build needs to be performed twice to clear the errors after a change to the input. Example: Modify Tool Input File Run Build Tool Runs and changes source file Build Fails Run Build Tool Runs and changes source file (but it doesn's actually change, because the input remains the same) Build Succeeds Any ideas how we can do away with the double build, and still let our tool be run from VS? Thanks guys!

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  • How do I pipe in FileMerge as a diff tool with git on OSX?

    - by doug
    I'm new to git, on OSX, using it via command line. I come from the world of Tortoise SVN and Beyond Compare on Windows. I want to be able to pipe in diffs to happen via FileMerge which I have installed already. I was able to do this with TextMate simply by using: git diff | mate But I'm not sure how to get that set up so I can use FileMerge instead?

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