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Uthman

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  1. edit - figured it out =)
  2. Q1: Regarding indexing foreign keys on InnoDB Is this required? Is it a best practice?   Q2: If the answer to Q1 is `Yes`, what about if I have two FK's and I only ever reference them at the same time--should I create individual indices along with the group index, or would the group index suffice?   EG: Table name = Object Object has two FK's: User1, User2   I only ever access the table while searching using WHERE User1='' AND User2=''.   Any incites from gd's sql gurus would be much appreciated and ++thanks in advance.
  3. by a show of hands, how many of you frequented [url="http://www.3dengines.de/"]this site[/url] daily, back in the year? and how many of you have entries on it? =)
  4. I'm programming a small Android app. It's basically an HTML5 jQueryMobile application displayed in an Android WebView. I noticed that jQM's rounded corner CSS for input elements gets all funky and pixelated in the WebView (even when zoom is disabled). This artification is also present when I view my pages within Android's default browser. When I view my pages on a regular machine or even on Firefox mobile / opera mini, they render properly. Here are some screenshots taken from my device. The one on the left is from the web view. Is there any way to get the webview to render the CSS properly / get better quality? [img]http://i.stack.imgur.com/8VOFA.png[/img]
  5. [quote name='MortenB' timestamp='1318679138' post='4872800'] Here's a description of what we used to do back in the old days. [url="http://freespace.virgin.net/hugo.elias/graphics/x_water.htm"]http://freespace.vir...ics/x_water.htm[/url] When you've got it working you can just write some values into the current buffer for each position where you want objects to interact with the water. This method is still used for games today when you need to get the water to ripple around objects. [/quote] o daaaaaaaamn, i havent been to that site in hella long ;-) I used to live on that site and other similar sites back in 2003-2005'ish. Talk about a blast from the past ;-] I learned how to draw lines, polygons, and do perlin noise off of that site. And their star field tutorial is still the best on the internet.
  6. boolean / fablefox i remember you guys =]
  7. spring forces #define targetAngle 10.0f // every physics time step float dif = targetAngle - angle; angle += dif * dampFactor;
  8. Hi Emergent, It seems that I cannot effectively use Gauss' law on this one because of the major constraint that this is for a finite length line of charge. It does not have the symmetry required in order to use Gauss effectively (infinite length cylinder, sphere for point charge, etc.) Edge effects from the electric field about its endpoints would arise and the field will not be perpendicular to the line of charge, rather it would be bent in towards the endpoints. The Gaussian surface would need to be either parallel or orthogonal (for higher dimensions) to the electric field at all points. Because of this, integration is necessary and I have to stick to Coulomb's =T
  9. Hi jpmcmu, First, thanks for the reply; I've posted this question on a [url="http://www.physicsforums.com/showthread.php?t=484718"]physics form twice[/url] and I didn't even get a single reply... so I really need all the help I can get! I followed your example--but it seems that your solution is the same as the first example in my image -- the text book solution, which I am able to solve already. Even though I wrote down the sin and cosine, I don't actually integrate over the angle. Rather, I use the geometry and pythagorean formulas to substitute for x*xhat and h*hhat, and then do the integration. This result I am sure is correct. What I'm confused about is parameterizing the line as a function of 't'. Once I do this and integrate, the answer I get doesn't match the popular / accepted text book solution that you described... yet I can't figure out where I erred. Help!
  10. Hi guys, I've been working on this problem for a while now. Basically what I want to do is calculate the electric field at an arbitrary point due to an arbitrary line of charge. All physics classes, books and sites I've visited on the internet set this problem up in the exact same way -- the line of charge is restricted to an axis (usually the x-axis) and the point is floating over it. For my simulation, the finite line of charge might be anywhere, and the point might be anywhere in 3D. To overcome this, my previous solution was to rotate my frame of reference into [url="http://www.gamedev.net/topic/598246-quaternion-rotation/"]a more favorable configuration[/url] so that I could solve the integral using the standard textbook method. This seemed to work, but I felt that I could save a lot of cycles by figuring out how to do the integration directly. I have attempted to do this for a 2D example. Here, I parameterize my line as a function of time, letting time range from 0 to 1. Then I integrate with respect to t. On paper, everything looks like it should work. But when I plug in values, the results don't add up. Please see this picture for an example. The first solution is using the textbook method and setup for solving. I get Ex=-0.2163 and Ey=0.3121. When I use my method, the answers come out as Ex=-0.0270 and Ey=0.03901. What am I doing wrong?? I should be able to do the 't' thingy because we do the exact same thing with theta for curves... I based my work off of [url="http://www.kwantlen.bc.ca/science/physics/faculty/mcoombes/P1220_Notes/EFields/ElectricFieldandPotentialbyDirectIntegration.htm"]these examples[/url]. [img]http://authman.net/question.jpg[/img]
  11. Worked like a charm, thanks a lot.
  12. Hi Gamedev, I've been stuck on this issue for a while and wanted to know if anyone could give me some direction... Given an arbitrary line and a point in R3, how would I compute the quaternion that rotates the plane such that one of the components drops out (say Z), and furthermore orient it such that the line resides along one of the axes (say X)? I want to eventually do some integration over the line, but the setup is horribly disgusting in it's current form, so I'm trying to simplify the computations by changing my frame of reference ahead of time: [img]http://authman.net/quaternion.jpg[/img] Thanks in advance for any assistance '=T
  13. right. you don't need to program a full game or create a portfolio with a million examples. Just focus on one thing and demonstrate how gangster you are at fulfilling it. and never give up on your dream. once you're "in" you'll have plenty of opportunities for exploration.
  14. OpenGL

    There's no reason for classes over structs. These should probably be structs as they have no member functions and are simply described. In my case, my padding (the two ints) actually had some weight data which is used in animation. i wanted my vertex structure storage to mimic carmack's. there is no specific reason why i need to have the ints in the beginning of the structure -- it's just that it really eerked me out that the program would run or crash depending on the order I defined variables.
  15. OpenGL

    You were right: - Wrong element copy into your struct. - Wrong offset on interleaved data. These two were correct. The problem was here: - Wrong vertex shader attribute read I was mixing GLES1.1 with GLES2.0. I don't have any vertex or fragment shader programs, because this is a gles1.1 application. Instead of using glEnableVertexAttribArrayARB / glVertexAttribPointerARB, I should have been using the deprecated glEnableClientState / glVertexPointer. Once I made the appropriate switch, everything seemed to work, and I could put my class member variables in any order and pack all sorts of ridiculous data in there that shouldn't even be on the gpu to begin with without breaking my program. Cheers !