Friday, April 30, 2010

Samba write error in Mac OSX

I've been experiencing this write error for a long time.


And for the longest time I had no clue where it was occurring until I did some research and found a solution.

Here's the entry:

Basically, the solution is to turn off Unix extensions in Samba's smb.conf configuration file. Add the following to the [global] section

unix extensions = off

And restart your samba server.

Friday, January 15, 2010

Popular Programming Languages for 2010

Here's TIOBE's Programming Community index gives an indication of how popular some programming languages are becoming.

It is certainly surprising to see how fast some languages are rising up. Not to mention that Apple's Objective-C (which runs on the iPhone) is certainly up and rising at #12 and Google's Go language is right behind it at #13.

Also Adobe's Flash ActionScript is surprisingly rising the ranks now at #19.

Saturday, December 19, 2009

Monday, November 30, 2009

Neat AR Experiments

Been working on Augmented Reality (AR) on a few projects and it seems that a number of other people are making great experiments. Take a look at this from zero point nine:

http://www.zeropointnine.com/blog/augmented-reality-texture-extraction-experiment/

Monday, July 20, 2009

Disc Collision - An Open Source AS3 Collision Detection System

I whipped up a distance based collision detection system, dubbed Disc Collision. A very basic model for collision detection, but also very fast in comparison to the vector based hitTest() in the Flash API.

Collisions are detected by a request-only model. The collision detection simply manages a collection of points and distances associated with each point. So you could easily put this into your a game engine and run an update call to get colliding points.

The algorithm is robust and has a few things to optimize. The collection of points is subdivided into multiple lists according to a spatial grid. To reduce the amount of work required detection. Then all of our points are sorted through a BST by distance so that we always know the largest distance to use when selecting grid sections.

Hold the red button down below to create objects to test collisions.



You can get code here:
http://code.google.com/p/disccollision/
https://github.com/henrytseng/disccollision