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DJHoy

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  1. To answer the question of the title - you can't really predict the future based on past patterns and history, but, you can build probabilities of events happening if similar patterns emerge...   Basically, many stock predictors work on this model - some with surprising accuracy, however there is no good way to account for unforseen events, hence, you can only really build probabilities of what may occur. Of course the more event data you have, the more accurate of a model you can build.   Now, going about actually creating a program for this - you'll want to look into a number of AI techniques probably starting with neural network theory.    Any specific ideas in terms of exactly what sort of data and/or events you are interested in? Or, is it more or less of just a curiosity?
  2. Eghad - that seems a bit odd - I'd immediately recommend getting a full credit report so you can see what all you have in your name. Typically on the report as well, they have a good view of what payments were missed and to whom, as well as who's looked into your credit. I'd look for a couple of main things: First - on the credit report - are there accounts for which you don't remember, or can't remember opening? If so - you may have (unfortunately) fallen victim to identity theft, and thus, will need to work with the agencies to help restore your credit and lock down your personal information. Second, if none of the accounts seem foreign to you, how many times have you applied for a credit card or loan within the past year and were denied? If you've applied to only a couple of places, fine, but the more you apply and are rejected, this can have a negative impact on your score. Finally, the more revolving credit (i.e. credit cards) with low balances to high limits you have the better... a $1,000 limit isn't that high and will not help much - who knows what wonky things the credit card companies have been doing over the past year to loop-hole the new federal regulations that came out, but, this might have something (although probably very little) to do with it. Good luck!
  3. [quote name='SpeedBirdNine' timestamp='1304944943' post='4808507'] Please recommend a book of DirectX programming for starters. I am not new to programming, and i have a passion for programming, game development. I am new to OpenGL (started to learn recently), so should i start learning DirectX now or gain some more experience with OpenGL before making the switch? [/quote] One of the best resources I've had luck with Introduction to 3D Game Programming by Frank Luna ([url="http://www.d3dcoder.net/"]author's website link here[/url]) - pretty good theoretical basis and comes in DX9 and DX10 flavors both with an emphasis on shader work (who wants to use the FFP anymore anyhow!? ) There's certainly other ones out there too - as tom_mai78101 said - check the books in the resources section on this site - good place to start... As for OpenGL / DirectX - in my view, they're really 2 sides of the same coin -- so, once you learn one, it's fairly easy to go back to apply your knowledge to the other... my 2 cents.
  4. [quote name='patrrr' timestamp='1301847476' post='4793857'] I have this re-occurring problem when designing my projects at an intermediate level; it seems I can't make "big" decisions without a lot of doubt creeping up all the time, which is taking away time that I could've actually spent doing stuff! [/quote] I've been having a lot of the same problem recently -I'll come up with some "grand idea" in my head and rush to my workstation, fire up the IDE... then - nothing. After a few minutes of blankly staring at the screen, start to doubt and analyze (and probably over-analyze) my original thought processes for the idea, and never actually do it. One thing that I've started doing that has helped is instead of rushing into coding (or whatever) - I've been committing the thoughts to paper first. Along with this, making 2 columns for pros and cons, and for each con scribbling down alternatives to get around those rough spots. From this, I've noticed that when I am ready to start coding, I at least have a rough plan of where I want to take things and can focus a bit better at reaching that goal. Good luck!
  5. Quote:Original post by Evil Steve You should be able to change the offset of all of your vertex type declarations so that the first element (position, probably) starts at offset 4 instead of 0, but I'm not sure if D3D will spit warnings out at you for doing that (You are using the debug runtimes, right?) Ah, yes - that would be the most easy solution to try... and that worked out perfectly... and yes - debug runtimes are my friend... ;) That article about vtables was nice - thanks for the reference... Thanks both - rate++!
  6. So, I've been playing around with optimizing some older code (in c++ / DirectX 9), and came across a bunch of struct statements that I had for vertex types, and each one of them shared some common attributes (an x/y/z for the vertex, and a method to get the size of the struct...) - so, doing the logical (in my mind...) thing, I decided to simplify some things by creating a base class with common attributes and deriving the other vertex types from that base class... which in turn would eliminate a lot of (almost) duplicate functions for setting up vertex buffers, etc... so essentially, I went from the following example (simplified for illustration): struct SingleVertNoColor { float x, y, z; size_t getSize() { return sizeof(SingleVertNoColor); } } struct SingleVertWithColor { float x, y, z; int32 color; size_t getSize() { return sizeof(SingleVertWithColor); } } ... to the following code: class IVertexType { public: float x, y, z; virtual size_t getSize()=0; } class SingleVertNoColor : public IVertexType { public: virtual size_t getSize() { return sizeof(SingleVertNoColor); } } class SingleVertWithColor : public IVertexType { public: int32 color; virtual size_t getSize() { return sizeof(SingleVertWithColor ); } } Now... in the struct versions, the sizeof(SingleVertNoColor) is 12 and sizeof(SingleVertWithColor) is 16 (which is expected...). In the class versions, of course, there is the overhead of the _vftable, so the sizeof(SingleVertNoColor) becomes 16 and sizeof(SingleVertWithColor) jumps to 20. Now, this isn't a problem, however, when I go to lock and copy my vertices into my LPDIRECT3DVERTEXBUFFER9, the extra size is no problem, but it always seems to want to put the _vtable pointer at the beginning of the memory space for the derived classes... Is there any way to tell the compiler to push all member variables to the front of the classes' memory allocation, or, since I'm using customized D3DVERTEXELEMENT9 items for declaring my vertexes (i.e. non-FVF), is there any way to add in the extra _vftable pointer (and have it's usage be set to ignore / nothing)? Or - even with the second thought, would I even be guaranteed that my class items would even be in the same order? Any thoughts? Much appreciated in advance.
  7. Quote:Original post by capn_midnight I doubt you want to use the Union method. Every time you call that Union method, you're going to be creating a new Rectangle object. Now, memory allocation in .NET is pretty fast, but it's not free, and it's more work than we have to be doing. TheTroll's solution should be sufficient, though I would modify it slightly; *** Source Snippet Removed *** [ edit - *grumble* sorry - jumped the gun... I forgot that IEnumerable doesn't have an implicit Count member in it... if the input was something like List<Rectangle> or another type where you can get the count of the item.... ] I'd have to modify that slightly to get rid of the boolean "good"... : // // Bad code - don't use this... see the "edit" above.... // public static Rectangle CreateBoundingBox(IEnumberable<Rectangle> rectangles) { if((rectangles != null) && (rectangles.Count > 0)) { int left = int.MaxValue, right = int.MinValue, top = int.MaxValue, bottom = int.MinValue; foreach(Rectangle rect in rectangles) { left = Math.Min(left, rect.Left); right = Math.Max(right, rect.Right); top = Math.Min(top, rect.Top); bottom = Math.Max(bottom, rect.Bottom); } return new Rectangle(left, top, right - left, bottom - top); } return Rectangle.Empty; } just my 2c. ;)
  8. I've not used the recent Google APIs, but from what I understand, you should use the GSearch class method .setQueryAddition("site:<yourdomain.com>"); where <yourdomain.com> is your site domain.
  9. I've been running Vista Home Premium x64 since this past July and I've not really encountered any problems with game performance. Mostly I've been (recently) playing HL2, Oblivion and Warcraft. When building my new system, I specifically spec'd out the hardware to be compatible with Vista 64-bit (due to a lot of hi-def audio - this machine doubles as my home recording studio) and 4GB high-speed RAM @ 800 MHz. With a 265 MB GeForce 8600 card, Intel Core 2 Duo @ 2.13 GHz, runs as smooth as a hot knife through butter with higher-end settings on most games... As for performance, with the specs you are looking at (8GB RAM, GeForce 8800 512 MB) - I doubt you would see much performance difference, if any... Now, when game studios start to come out with Direct X 10 apps (? will they ?) if there's a Direct X 9 port of the same game, there might be some noticeable differences there (mainly due to the supposed better pipeline architecture of DX10), but that stands to see...
  10. Quote: Original post by texel3d [QUOTE]the only thing that the OEM version ties you to is to your specific motherboard's serial number[/QUOTE] But is it true for all countries in the world ? (I leave in France). Specially if the price are not the same between different countries. Should be - I can't see why it wouldn't, then again, it is Microsoft.. I'd look on Microsoft's European site... no idea where (or where to start) though... Quote: [QUOTE]the price difference was only about $20 for the OEM versions[/QUOTE] In France: Vista Home Premium : 339 euros Vista Home Premium OEM : 109 euros Vista Professionnel : 425 euros Vista Professionnel OEM: 149 euros Sorry - I don't think I was very clear... I mean there was about a $20 difference between the Home Basic OEM and the Home Premium OEM versions.
  11. I had the same questions about 1 1/2 months back when I built my new machine... I ended up going with Windows Home Premium because not only would it allow development, but I did need the IIS pieces available for some side-work. Between that and I do like Aero and I do use Windows Media Center every so often were the breaking points where I decided to go with Home Premium vs. Basic. Also - the price difference was only about $20 for the OEM versions (now, $94 vs. $111 at NewEgg) - I figured why not... Also, on the topic of OEM - I had the same sort of concerns at first, but since I've installed it, I've swapped out three different firewire PCI cards and 2 different sets of RAM without any activation problems. From what I've read too, the only thing that the OEM version ties you to is to your specific motherboard's serial number. Hence, if the scenario happens as you point out below, and it will not let you re-activate automatically, you should be able to call Microsoft and activate via phone (not quite as easy, but you should not have to buy a new OEM copy).
  12. Quote:Original post by Sneftel Quote:Original post by Gavinl Cosair XMS2 4gigs ram You should probably read this. The 3/4GB barrier only applies to 32-bit OSs - why not install XP-64 or Vista-64 bit? Especially if you want to build a system that you can keep for 4 years or so, you might as well take advantage of the 64 bit CPUs... (just as an aside - I've been running Vista 64 bit with 4GB RAM for about 2 months now with no issues - Had to wait on a couple of drivers for some audio equipment, but they work now).
  13. Here's some links I posted a while ago that I've used in the past... Some DBF and Shape Files: http://www.vdstech.com/map_data.htm ESRI Data Downloader: http://arcdata.esri.com/data_downloader/DataDownloader?part=10200 Penn State’s Digital Chart of the World: http://www.maproom.psu.edu/dcw/ DIVA-GIS: http://www.cipotato.org/diva/data/DataServer.htm NASA’s Visible Earth Imagery: http://visibleearth.nasa.gov/
  14. It sounds like the power supply could be an issue... especially if it's overheating due to dirt... definitely take a can of air and clean out all the dust from inside and on the motherboard - (I've seen too many systems burn out due to dust buildup overheating the internals...) also - in your BIOS settings, have you overclocked anything? It could be something is overclocked, getting too hot and causing havoc there... You may also want to remove and re-seat the RAM, and possibly (if it is still not working), remove the CPU, clean off any and ALL existing thermal grease, reapply new thermal grease and re-seat it... From this: Quote: I've mentioned all these freezing problems, but after rebooting enough times it'll stay on without freezing for more than 5 minutes, and then it remains on and is rock-stable. If it was a capacitor problem, you would probably not get a rock-stable system at all... Other than that, I'd have to agree with Ravuya - it can be a whole host of other problems, and it just very well may be time to upgrade...
  15. First of all, I'd have to ask - why are you thinking you might have a bad capacitor or two? Is your motherboard having any specific problems, or, is it a more general question.. Now, onto your actual question... the easiest way to see if a capacitor (specifically an electrolytic capacitor - as there's been a lot of talk in the past about "bad batches") is bad is to look at it and see if either (a) it is bulging on top, or (b) it is actually leaking electrolytic fluid (nasty stuff)... Most newer motherboards have been switching to more to solid capacitors (without fluid inside) so they've been much more stable... For testing them, it is possible to test with a multimeter (see: http://www.repairfaq.org/sam/captest.htm#cttcm for a reference), but they also make specific tools to test. You can replace them, if you have a really good soldering iron and steady hands (and know a bit about electronics!), but if you're a novice, it's best left to professionals... Also, here's some decent links: http://www.pcstats.com/articleview.cfm?articleID=195 http://en.wikipedia.org/wiki/Capacitor_plague