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  • Relative encapsulation design

    - by taher1992
    Let's say I am doing a 2D application with the following design: There is the Level object that manages the world, and there are world objects which are entities inside the Level object. A world object has a location and velocity, as well as size and a texture. However, a world object only exposes get properties. The set properties are private (or protected) and are only available to inherited classes. But of course, Level is responsible for these world objects, and must somehow be able to manipulate at least some of its private setters. But as of now, Level has no access, meaning world objects must change its private setters to public (violating encapsulation). How to tackle this problem? Should I just make everything public? Currently what I'm doing is having a inner class inside game object that does the set work. So when Level needs to update an objects location it goes something like this: void ChangeObject(GameObject targetObject, int newX, int newY){ // targetObject.SetX and targetObject.SetY cannot be set directly var setter = new GameObject.Setter(targetObject); setter.SetX(newX); setter.SetY(newY); } This code feels like overkill, but it doesn't feel right to have everything public so that anything can change an objects location for example.

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  • Upgrading specific pieces of KDE 4.x

    - by Blind Fish
    So this is going to be one of those "is this even possible?" questions. I need to upgrade a piece of my KDE from 4.8.5 to 4.9. Specifically, I need to upgrade Gwenview from the 2.85 version in KDE 4.8.5 to 2.9 version in KDE 4.9. It seems trivial but it's actually a fairly big deal for me. I recently upgraded my Ubuntu to 12.04, and that upgraded my Gwenview to 2.8x. The issue is that the Gwenview 2.8 releases accidentally broke a feature that I rely upon very heavily. It's a known bug that was corrected in 2.9. Unfortunately, the only package available in Synaptic is 4.8.5, which contains Gwenview 2.85. To make matters worse I'm not sure that I can simply take my whole KDE to 4.9 as I am running an older Toshiba Satellite with the Intel 945GMA chipset that I was shocked managed to hold up under the weight of 12.04 as it is. Well, actually it didn't. I had to install Cairo Dock as Unity 2D was hopeless with this chipset. But anyway, I desperately need to get to Gwenview 2.9 without the potential system-wide implosion of upgrading KDE to 4.9. Possible?

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  • Can't get sprite to rotate correctly?

    - by rphello101
    I'm attempting to play with graphics using Java/Slick 2d. I'm trying to get my sprite to rotate to wherever the mouse is on the screen and then move accordingly. I figured the best way to do this was to keep track of the angle the sprite is at since I have to multiply the cosine/sine of the angle by the move speed in order to get the sprite to go "forwards" even if it is, say, facing 45 degrees in quadrant 3. However, before I even worry about that, I'm having trouble even getting my sprite to rotate in the first place. Preliminary console tests showed that this code worked, but when applied to the sprite, it just kind twitches. Anyone know what's wrong? int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x; int pY = sprite.y; int tempY, tempX; double mAng, pAng = sprite.angle; double angRotate=0; if(mX!=pX){ tempY=pY-mY; tempX=mX-pX; mAng = Math.toDegrees(Math.atan2(Math.abs((tempY)),Math.abs((tempX)))); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=270; else mAng=90; } //Calculations if(mX<pX&&mY<pY){ //If in Q2 mAng = 180-mAng; } if(mX<pX&&mY>pY){ //If in Q3 mAng = 180+mAng; } if(mX>pX&&mY>pY){ //If in Q4 mAng = 360-mAng; } angRotate = mAng-pAng; sprite.angle = mAng; sprite.image.setRotation((float)angRotate);

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • Unity3D : Retry Menu (Scene Management)

    - by user3666251
    I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script: #pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu': #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?

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  • Is ActionScript 3 used by Serious Indie Developers?

    - by Puedes
    This question is for dedicated independent game developers: My dream is to be a game developer. I am a senior in high school who has taken Computer Science for all four years. I have used Java the whole time, but last year I started using PHP and ActionScript 3 (with Flixel). I also used Game Maker for a brief period. I apologize for this, I wanted to get that out of the way and clarify the fact that I have experience of some kind with game development. I am stuck at the moment because I don't quite know what language to use to develop games at a professional level. I am seriously interested in becoming a dedicated game developer, but this issue is really bothering me. I would like to know what the best option would be for my case, based on your experiences. Any advice is appreciated. Things to consider: I am only interested in making 2D games (I am not worried about 3D support) It would be ideal to use something that can be ported to multiple platforms (so as not to run into this problem later) I can't seem to figure out what the industry likes to use So far, this is what I have: I can't decide if it would be wise to stick with ActionScript 3, or move to C++ I know Flash would be for browser games, but what if I want to make a downloadable game, like Plants Vs. Zombies or Super Crate Box? Would Flash be a smart choice for standalone games, or did they use something else? Thank you for reading this, as I would like to stop worrying about this and make some games! Also, I hope this wasn't all over the place :) tl;dr Should I move ahead with AS3 or use something else i.e. C++

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  • CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

    - by ETC
    If you’re one of the less fortunate (namely those forgotten by their carrier when it comes to phone OS upgrade time) you’ve got a friend in Cyanogen. They’ve rolled out a new Release Candidate update that includes Android 2.3 and a host of performance tweaks. First thing to note is that this is an RC and if you upgrade from CyanogenMod 6 to CyanogenMod 7 RC you’ll be trading a little bit of stability and a few features that haven’t made the jump from 6 to 7 in return for the newest features of Android 2.3. If you’re not comfortable with that wait for CyanogenMod 7 to update to a final release. For the intrepid, hit up the link below to read more and grab a copy. CyanogenMod-7 Release Candidates! [Cyanogen via Download Squad] Latest Features How-To Geek ETC Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents

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  • Broke Ubuntu 12.04 either with Screencloud or Ubuntu Tweak

    - by pgrytdal
    Earlier today I installed the Screen Shot app "Screencloud" and after the installation Firefox was having problems. I didn't think much about it, just closed Firefox, then proceeded to change the toolbar opacity on Ubuntu Tweak. After restarting my system, hoping it would fix Firefox (because, you know, restarting fixes everything ;) ) I am able to go to the Log In Screen, type in my password, but then I get 3 errors regarding the Screencloud Ubuntu One, Imgur, and Dropbox plugins. After clicking the "Okay" on all three errors, all I see is my wallpaper. I am not able to access the terminal VIA CtrlAltT, but I am able to log out VIA CtrlAltDelete. I have tried all desktop environments I have installed (that, except for Unity 2D, has to do with Cairo Dock.) I hope I have provided enough information. If you need more, please ask. Please help! I would like to not have to re-install Ubuntu. Other info: OS: Ubuntu 12.04 I also have a Ubuntu 12.10 Live USB, but Ubuntu 12.10 hasn't run very well on any of my computers.

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  • Acer Aspire One 725 - missing graphic card driver for Radeon HD 7290?

    - by Melon
    Recently I bought an Acer Aspire One 725 Netbook and installed Ubuntu 12.10 on it. I bought it, because it can run HD movies and has Full HD on external VGA port. However, movies from youtube have a really slow framerate. If you open three tabs in Opera (for example g-mail, youtube and askubuntu) it gets really laggy. My suspicion is that the driver for graphic card is missing. When I check the System->Details->Graphics the driver is unknown. After running lspci | grep VGA I get this output: 00:01.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Device 980a From what I see, I have a AMD C70 processor integrated with AMD Radeon HD 7290. Has anyone had the same problem? Do you know which drivers need to be installed for the graphics to work properly? On official Acer page there are only drivers for Win7 and Win8... Update: OK. Another attempt. I have a fresh Ubuntu 12.10. All updates done. downloaded Catalyst 12.11 beta drivers and decided to create a package. After installing package, I have this error from /var/log/Xorg.0.log: [ 13.394] (**) fglrx(0): NoAccel = NO [ 13.394] (**) fglrx(0): AMD 2D Acceleration Architecture enabled [ 13.394] (--) fglrx(0): Chipset: "AMD Radeon HD 7290 Graphics" (Chipset = 0x980a) [ 13.394] (--) fglrx(0): (PciSubVendor = 0x1025, PciSubDevice = 0x0740) [ 13.394] (==) fglrx(0): board vendor info: third party graphics adapter - NOT original AMD [ 13.394] (--) fglrx(0): Linear framebuffer (phys) at 0xe0000000 [ 13.394] (--) fglrx(0): MMIO registers at 0xf0200000 [ 13.394] (--) fglrx(0): I/O port at 0x00003000 [ 13.394] (==) fglrx(0): ROM-BIOS at 0x000c0000 [ 13.484] (II) fglrx(0): ATIF platform detected [ 13.564] (II) fglrx(0): AC Adapter is used [ 13.565] (EE) fglrx(0): V_BIOS address 0xd00 out of range [ 13.565] (EE) fglrx(0): Failed to obtain VBIOS from Kernel! [ 13.565] (EE) fglrx(0): VBIOS read from Kernel, Invalid signature! [ 13.565] (EE) fglrx(0): GetBIOSParameter failed [ 13.565] (EE) fglrx(0): PreInitAdapter failed [ 13.565] (EE) fglrx(0): PreInit failed [ 13.565] (II) fglrx(0): === [xdl_xs113_atiddxPreInit] === end

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  • How to get Unity working on dual gpu laptop?

    - by Mourgos
    I recently bought a new laptop (Asus X53S series) that has two GPUs, an NVidia GeForce GT 540M and an integrated Intel GPU (I believe it's called Intel HD graphics 3000). I installed the recommended restricted NVidia drivers after a clean Ubuntu 11.10 install. In the 'additional drivers' program I get the message: "This driver is enabled and in use", although when I try to open the NVidia X Server Settings it says "You do not appear to be using the NVIDIA X driver." which seems to be the case since Ubuntu only starts using Unity 2D. I've had the same issue in 11.04 and I was forced to use the nouveau driver just to get unity working, but since I get quite a few crashes with it I really want to get the propriety driver working this time around. Since I've never had this issue with older laptops, I can only assume it is caused due to the dual gpu configuration. How do I get Ubuntu to use the propriety drivers, or is there any workaround to get the integrated Intel GPU to be ignored by Ubuntu? Alternatively, has anyone got Unity working with a similar setup?

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  • How do I install the EW-7318Ug wireless drivers?

    - by user69731
    I'm on Ubuntu 12.04 and I need to install & configure Internet connection. I want to use montor mode in Wireshark. After Ubuntu installation my wireless card was recognized but it doesn't connect to the Internet. Internal wireless card works well. What should I do? I'm new to Linux. PC:~$ ifconfig -a eth0 Link encap:Ethernet HWaddr 64:31:50:0f:d4:70 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:45 Base address:0x8000 eth1 Link encap:Ethernet HWaddr e0:2a:82:aa:2d:3e inet addr:192.168.0.101 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::e22a:82ff:feaa:2d3e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:20978 errors:0 dropped:0 overruns:0 frame:364651 TX packets:20949 errors:171 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:19299119 (19.2 MB) TX bytes:3024858 (3.0 MB) Interrupt:19 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:4788 errors:0 dropped:0 overruns:0 frame:0 TX packets:4788 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:387017 (387.0 KB) TX bytes:387017 (387.0 KB) wlan1 Link encap:Ethernet HWaddr 00:1f:1f:44:c1:a4 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:10508 errors:0 dropped:0 overruns:0 frame:0 TX packets:6143 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:14831319 (14.8 MB) TX bytes:644606 (644.6 KB) PC:~$ iwconfig lo no wireless extensions. wlan1 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:on eth1 IEEE 802.11 Access Point: Not-Associated Link Quality:5 Signal level:225 Noise level:162 Rx invalid nwid:0 invalid crypt:0 invalid misc:0 eth0 no wireless extensions.

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  • Basic procedural generated content works, but how could I do the same in reverse?

    - by andrew
    My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or restarts the game.) and is generated in the function below. As shown here by this animation, the colours represent the number. function generate_data(n) math.randomseed(n) -- resets the random so that the 'random' number for n is always the same math.random() -- fixes lua random bug local no = math.random(4) --print(no, n) return no end Now I want to limit the next block's number - a block of 1 will always have a block 2 after it, while block 2 will either have a block 1,2 or 3 after it, etc. Before, all the blocks data was randomly generated, initially, and then saved. This data was then loaded and used instead of being randomly called. While working this way, I could specify what the next block would be easily and it would be saved for consistency. I have now removed this saving/loading in favour of procedural generation as I realised that save whiles would get very big after travelling. Back to the present. While travelling forward (to the right), it is easy to limit what the next blocks number will be. I can generate it at the same time as the other data. The problem is when travelling backwards (to the left) I can not think of a way to load the previous block so that it is always the same. Does anyone have any ideas on how I could sort this out?

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  • Precision loss when transforming from cartesian to isometric

    - by Justin Skiles
    My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space to Screen Space Rotation (45 degrees) Using a 2D rotation matrix, I use the following: double rotation = Math.PI / 4; double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation))); double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation))); World Space to Screen Space Scale (Y-axis reduced by 50%) Here I simply scale down the Y value by a factor of 0.5. Problem And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Unity3D Android : Game Over/Retry

    - by user3666251
    Im making a simple 2D game for android using the Unity3D game engine.I created all the levels and everything but Im stuck at making the game over/retry menu.So far I've been using new scenes as a game over menu.I used this simple script : pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu' : #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes,obscales(the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful? I've been searching the web but didn't find anything useful according to my issue. Thank you.

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  • SnapBird Supercharges Your Twitter Searches

    - by ETC
    Twitter’s default search tool is a bit anemic. If you want to supercharge your Twitter search, fire up web-based search tool SnapBird and dig into your past tweets as well as those of friends and followers. Yesterday I was trying to find a tweet I’d sent some time last year regarding my search for an application that could count keystrokes for inclusion in my review of the app I finally found to fulfill the need, KeyCounter. Searching for it with Twitter’s search tool yielded nothing. One simple search at SnapBird and I nailed it. SnapBird requires no authentication to search public tweets (both your own and those of your friends and follows) but does require authentication in order to search through your sent and received direct messages. SnapBird is a free service. SnapBird Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents Peaceful Tropical Cavern Wallpaper

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  • Oracle Unveils AutoVue Release 20.1

    - by prasenjit.niyogi(at)oracle.com
    We are extremely pleased to announce the availability of Oracle's AutoVue Release 20.1. AutoVue 20.1 is the latest major release of the family of Enterprise Visualization solutions from Oracle. Highlights of the release include: Unparalleled new format support and enhancements for 3D CAD, 2D, CAD, ECAD and PDF documents New capabilities that support end-to-end design to manufacture processes in the Electronics & High Tech space, that allow manufacturing engineers to perform accurate manufacturability reviews through better support for variants, overlays and polarity Significant printing enhancements, such as printing of markup notes; support for Excel file print settings; and print in grayscale; which serve to optimize paper-based business processes Powerful integration enablement capabilities to extend visualization into existing enterprise architectures and systems; including AutoVue Hotspots that enable visual navigation and action by linking visual data to structured enterprise data, and new AutoVue Document Print Services (DPS) to enrich enterprise applications with format and platform agnostic printing of any document type Improvements for cost-effective AutoVue deployment and administration, including support for virtualization Release 20.1 Webcast - Attend the webcast on April 13th at 12:00 pm EST to discover what is new and exciting in the latest release. Encourage your customers, prospects, and partners to attend. Title: Oracle Unveils AutoVue Release 20.1 Channel: Oracle AutoVue Channel Register Here: http://www.brighttalk.com/webcast/26282 To discover more about the latest release, and to find out what the customers and partners are saying about the value of this offering, check out the: What's New is AutoVue 20.1 Datasheet You can also learn all about the latest format support here AutoVue 20.1 Format Support Sheet We look forward to seeing you at the webcast. If you have any questions feel free to ask, and we will answer it in this forum. Enjoy AutoVue 20.1!

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  • Setting Krypton Light to Screen Pixels

    - by Adam Jerrett
    So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, the centre of the game screen. Is there any way to change this so a Krypton light's "starting point" at [0,0] would spawn at the top left of the screen, and thus follow the standard screen co-ordinates for position? I ask because currently I'm busy working on my game where my spawn point is [512,512]. With hard code, the closest I've got to the light being "central" to this point is the vector position [12,-20], which makes no sense and is impossible to craft, mathematically, if I want the light to move with the camera (the position [480,512] maps roughly to [10,-20]). So, is there any way to "normalise" the krypton lights to use standard screen co-ordinates? If you guys can, play around with the demo from the site and please see if you can find anything out about it. Documentation on the engine is rather scarce, so it's difficult to find anything relevant to my "pixel-perfect" need. It might just also be something in the code with regards to the matrices that I'm not fully understanding. Any help would be useful. Thanks.

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • AndEngine Box2d game

    - by OneMoreVladimir
    I'm developing a 2d survival shooter using Box2d extension and I've got some questions: I have two AnalogOnScreenControls. Their listeners modify both sprites and bodies. I receive TouchEventPool was exhausted and as their number grows the game crashes accidently. I've tried to put the modification of the bodies and sprites on the UpdateThread but that does not solve the problem. What could be the cause? I have a class that at the beginnig of the game loads all the textures. After I relaunch the game activity several times I receive Unable to find Phys Addr for and "green color" interface. But that doesn't happen if I clear the memory manually through the Task Manager before relaunch What could be the cause? I unload my atlas at the end of the game. The game sometimes crashes at start with NullPointerException in onResumeGame. The solution suggested is to set android:configChanges="orientation|screenSize" but my device is API 10 so it doesn't have screenSize property and orientation only does not seem to help, because the game starts in portrait mode at times (though landscape is set in the code)

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  • Scene graphs and spatial partitioning structures: What do you really need?

    - by tapirath
    I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities and their relation to each other like 'a tire' would be the child of 'a vehicle'. It's mainly used for frustum/occlusion culling and minimizing the collision checks between the objects. Spatial partitioning structures on the other hand are used to divide a big game object (like the map) to smaller parts so that you can gain performance by only drawing the relevant polygons and again minimizing the collision checks to those polygons only. Also a spatial partitioning data structure can be used as a node in a scene graph. But... I've been reading about both subjects and I've seen a lot of "scene graphs are useless" and "BSP performance gain is irrelevant with modern hardware" kind of articles. Also some of the game engines I've checked like gameplay3d and jmonkeyengine are only using a scene graph (That also may be because they don't want to limit the developers). Whereas games like Quake and Half-Life only use spatial partitioning. I'm aware that the usage of these structures very much depend on the type of the game you're developing so for the sake of clarity let's assume the game is a FPS like Counter-Strike with some better outdoor environment capabilities (like a terrain). The obvious question is which one is needed and why (considering the modern hardware capabilities). Thank you.

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  • Handling window resize with arbitrary aspect ratios

    - by DormoTheNord
    I'm currently making a 2D game using SFML. I want the aspect ratio to be maintained when the user resizes the window. I also want the game to work with any arbitrary aspect ratio (like any media player would). Here is the code I have so far: void os::GameEngine::setCameraViewport() { sf::FloatRect tempViewport; float viewAspectRatio = (float)aspectRatio.x / aspectRatio.y; float screenAspectRatio = (float)gameWindow.getSize().x / gameWindow.getSize().y; if (viewAspectRatio > screenAspectRatio) { // Viewport is wider than screen, fit on X } else if (viewAspectRatio < screenAspectRatio) { // Screen is wider than viewport, fit on Y } else // window aspect ratio matches view aspect ratio { tempViewport.height = 1; tempViewport.width = 1; tempViewport.left = 0; tempViewport.top = 0; } viewport = tempViewport; camera.setViewport(viewport); gameWindow.setView(camera); } The problem is I'm having trouble with the logic to determine the properties of the viewport.

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  • Open Source Software Development Center at University of Belgrade

    - by Tori Wieldt
    A new Open Source Software Development Center is open at University of Belgrade, Serbia. It centers around using Java & NetBeans as open source projects to learn from and contribute to. Assistant Professor Zoran Sevarac says that not only does the center allow him to teach software development using open source projects, but also "we are improving our University courses based on the experience we get from working on open source code."  Some of the projects underway are a NetBeans UML plugin; Neuroph (a Java neural network framework, with a NetBeans Platform-based UI); a NetBeans DOAP Plugin; WorkieTalkie (NetBeans chat plugin); and 2D and 3D visualization plugins for NetBeans. University of Belgrade also has an official university course about open source development, where students learn to use development tools, work in teams, participate in open source projects and learn from real world software development projects. Students, teachers, and researchers at the University of Belgrade, and any member of the open source community are welcome to come to learn software development from successful open source projects. For more information, you can contact Zoran Sevarac (@neuroph on Twitter).

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  • Which Graphics/Geometry abstraction to choose?

    - by Robz
    I've been thinking about the design for a browser app on the HTML5 canvas that simulates a 2D robot zooming around, sensing the world around it. I decided to do this from scratch just for fun. I need shapes, like polygons, circles, and lines in order to model the robot and the world it lives in. These shapes need to be drawn with different appearance attributes, like border/fill style/width/color. I also need to have geometry functions to detect intersections and containment for the robot's sensors and so that the robot doesn't go inside stuff. One idea for functions is to have two totally separate libraries, one to implement graphics (like drawShape(context, shape)) and one for geometry operations (like shapeIntersectsShape(shape1, shape2)). Or, in a more object-oriented approach, the shape objects themselves could implement methods to do their own graphics (shape.draw(context)) and geometry operations (shape1.intersects(shape2)). Then there is the data itself: whether the data to draw a shape and the data to do geometric operations on that shape should be encapsulated within the same object, or be separate structures (where one would contain the other, or both be contained inside another structure). How do existing applications that do graphics/geometry stuff deal with this? Is there one model that is best, or is each good for certain applications? Should the fact that I'm using Javascript instead of a more classical language change how I approach the design?

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  • How to suppress or disable the shutdown option from indicator menu or shutdown dialog?

    - by user73093
    My goal is to allow user only to restart the system, and deny any shutdown (suspend, hibernate). I am running unity-2d. I 've managed to deny suspend and hibernate with polkit policy files like explained in How to disable shutdown/reboot/suspend/hibernate? I observed that is has somehow disable shutdown abilities, but hasn't removed "shutdown" entry from the indicator panel menu neither as well as the "shutdown..." button from the shutdown dialog. Pressing shutdown button at this point restarts lightdm, returning to the login screen. My goal is to remove any "shutdown" action and button. So, I 've added an ovveride file in /usr/share/glib-2.0/schemas that contains some rules: [com.canonical.indicator.session] suppress-shutdown-menuitem = true (all suppress-*-menuitem has "false" value by default in the schema) Compiling, restarting X, now there is an entry "close session..." in the indicator panel menu...: it's not what I want. at this point, if I set another entry suppress-logout-menuitem to true I got no entry in the indicator panel menu. Trying like this all combination doesn't give the opportunity to remove "shutdown" references/buttons without removing restart option. All I want is to remove any reference to "shutdown" but keep a "restart" option somewhere in the indicator menu... Thanks !

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