Repair Eclipse Workbench UI :)
Sometime (after a Eclipse crash) I have this annoying multiple Mylyn Task-Selection-Control in the Trimbar…
Sometime (after a Eclipse crash) I have this annoying multiple Mylyn Task-Selection-Control in the Trimbar…
Light machine gun #1 in Leipzig it’s … *tata* … me baby 🙂
Hello, I responding to a Vaadin post you made a while ago.
„Currently I’m using Spring Tools Suite + Maven + JRebel … and it’s so easy to develop a Vaadin app … I love it emoticon“
I am a basic JSF web app developer and am following the exact same footsteps are you are into Spring and Vaadin.
Currently, I am hoping to discover how to connect my JSF remote data to Vaadin Grid. Any suggestions greatly appreciated:
https://vaadin.com/forum#!/thread/15513370/15513369
Thank you.
Hi, oh dear this is very old stuff 🙂 Currently I don’t use STS directly anymore and JSF is totally out of scope in my daily work 🙂 But I think if you want use Vaadin Grid in JSF directly you can given Vaadin 8 with „web-components“ a try or if you have a real Vaadin App running .. extract the „old jsf data“ code and provide a „service implementation“ in your app for that.
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Aktueller Stand August: 105,87 km
Ab morgen beginnt wieder das reguläre Karate Training 🙂 Mal sehen wie oft ich dann noch laufen gehe 😉
Have a look at
And then you can monitor the JMX-exposed data with tools like JRDS http://jrds.fr/
Another little-bit offtopic goodie: http://hibernate-jcons.sourceforge.net/index.html
Steve Jobs 1955 – 2011
Last weeks I tried to make a better way to describe how a piece of our bloxel world is filled with content.
Why … because bloxel have some memory problems with completely filled chunks (hills, underground) … so there was only a surface … no mining was possible 🙂
In my first version all TerrainElement’s in a chunk stored with a simple ArrayList. So the TerrainLoader (height map based) initialize a chunk with some elements to build a surface. There is no underground information. I tried to fix this by creating ALL elements under the surface and storing them in the chunk … but then the memory usage was very high and the rendering very slow (actually we have no good culling implemented). I guess there is a better solution to describe the elements in a chunk. I tried the Octree.
Imagine a 8x8x8 chunk filled with 8x8x7 dirt (underground) and 8x8x1 grass (surface). Then the chunk has 512 bloxels, most of them are the same material : dirt … so it’s better to merge same 1x1x1 bloxels into a bigger bloxel.
Now I’m using a Octree to pack same elements for a chunk. This reduce memory and It’s faster to get the type of x,y,z bloxel from a chunk. After a change on the chunk (add or remove bloxels) the Octree needs an update.
In the next blog I will go deeper into the technical details … for now 2 new screenshots … with a lot of sand under the surface 😀
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