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	<title>r3dux.org &#187; Coding</title>
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	<link>http://r3dux.org</link>
	<description>A number-pimping side project from the valleys in *NEW* upside-down flavour.</description>
	<lastBuildDate>Wed, 23 May 2012 07:16:11 +0000</lastBuildDate>
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		<title>The Leap motion input device looks incredible</title>
		<link>http://r3dux.org/2012/05/the-leap-motion-input-device-looks-incredible/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-leap-motion-input-device-looks-incredible</link>
		<comments>http://r3dux.org/2012/05/the-leap-motion-input-device-looks-incredible/#comments</comments>
		<pubDate>Wed, 23 May 2012 00:42:38 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Gesture]]></category>
		<category><![CDATA[Input]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[Leap]]></category>
		<category><![CDATA[Motion]]></category>
		<category><![CDATA[Sensor]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=6355</guid>
		<description><![CDATA[The Leap is a new 3D input motion controller in a similar vein to the Kinect, but with apparently about 200x the resolution &#8211; how amazing is that? To quote the Leap people: Leap represents an entirely new way to interact with your computers. It&#8217;s more accurate than a mouse, as reliable as a keyboard [...]]]></description>
		<wfw:commentRss>http://r3dux.org/2012/05/the-leap-motion-input-device-looks-incredible/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How-To: Use Qt custom slots &amp; generate Mocs in Visual Studio 2010</title>
		<link>http://r3dux.org/2012/04/how-to-use-qt-custom-slots-generate-mocs-in-visual-studio-2010/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=how-to-use-qt-custom-slots-generate-mocs-in-visual-studio-2010</link>
		<comments>http://r3dux.org/2012/04/how-to-use-qt-custom-slots-generate-mocs-in-visual-studio-2010/#comments</comments>
		<pubDate>Wed, 04 Apr 2012 06:57:37 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Batch]]></category>
		<category><![CDATA[Batchfile]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Macro]]></category>
		<category><![CDATA[moc]]></category>
		<category><![CDATA[Qt]]></category>
		<category><![CDATA[Q_OBJECT]]></category>
		<category><![CDATA[Visual Studio]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=6275</guid>
		<description><![CDATA[A while back I had a play with Qt in Linux and wrote-up how to auto-generate MOCs with a bash script&#8230; This time I needed to get Qt working in Visual Studio 2010, on machines which get wiped every time they boot, so I needed a standalone &#8220;base-project&#8221; with minimal installation requirements for students to [...]]]></description>
		<wfw:commentRss>http://r3dux.org/2012/04/how-to-use-qt-custom-slots-generate-mocs-in-visual-studio-2010/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PS3 XMB Wave in Flash / AS3</title>
		<link>http://r3dux.org/2012/04/ps3-xmb-wave-in-flash-as3/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ps3-xmb-wave-in-flash-as3</link>
		<comments>http://r3dux.org/2012/04/ps3-xmb-wave-in-flash-as3/#comments</comments>
		<pubDate>Mon, 02 Apr 2012 10:05:48 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Imagery]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Wave]]></category>
		<category><![CDATA[XMB]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=6262</guid>
		<description><![CDATA[My second attempt at recreating the PS3 XMB &#8220;wave&#8221; thingy in Flash &#8211; I&#8217;m thinking it&#8217;s not too shabby for purely using blurred 2D lines for the waves. I&#8217;m sure it could be fine-tuned to match up with the real XMB better, but for what I wanted this is fine. And all using zero 3D, [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>PS3 Wave in ActionScript 3 / Flash</title>
		<link>http://r3dux.org/2012/03/ps3-wave-in-actionscript-3-flash/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ps3-wave-in-actionscript-3-flash</link>
		<comments>http://r3dux.org/2012/03/ps3-wave-in-actionscript-3-flash/#comments</comments>
		<pubDate>Fri, 30 Mar 2012 06:21:05 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Imagery]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Sparkles]]></category>
		<category><![CDATA[Sparks]]></category>
		<category><![CDATA[Wave]]></category>
		<category><![CDATA[XMB]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=6243</guid>
		<description><![CDATA[I had to cover a class on Flash today, and I haven&#8217;t touched it in over a year, so I got up bright and early to make sure I wasn&#8217;t too rusty&#8230;. and yeah&#8230; I was. Really rusty. I was thinking in C++ and Python and Java, not thinking in AS3 and everything was wrong [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Avoiding down-casts in C++</title>
		<link>http://r3dux.org/2012/01/avoiding-down-casts-in-c/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=avoiding-down-casts-in-c</link>
		<comments>http://r3dux.org/2012/01/avoiding-down-casts-in-c/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 13:01:32 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Class]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Down-cast]]></category>
		<category><![CDATA[Structure]]></category>
		<category><![CDATA[Virtual Function]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=6081</guid>
		<description><![CDATA[If you have to down-cast objects from a base class to a derived class then there&#8217;s probably a design flaw in the class structure. It might all work but it&#8217;s going to be a brittle design. // C++ FAQS by Cline &#38; Lowom // FAQ 162 - What is a down-cast? // Answer: Trouble. &#160; [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Derived class issues with arrays and casting in C++</title>
		<link>http://r3dux.org/2012/01/derived-class-issues-with-arrays-and-casting-in-c/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=derived-class-issues-with-arrays-and-casting-in-c</link>
		<comments>http://r3dux.org/2012/01/derived-class-issues-with-arrays-and-casting-in-c/#comments</comments>
		<pubDate>Sun, 29 Jan 2012 06:37:22 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Array]]></category>
		<category><![CDATA[Base]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Class]]></category>
		<category><![CDATA[Crash]]></category>
		<category><![CDATA[Derived]]></category>
		<category><![CDATA[Kind-Of]]></category>
		<category><![CDATA[Segfault]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=6047</guid>
		<description><![CDATA[I&#8217;m working my way through C++ FAQs book by Cline and Lomow, and it&#8217;s excellent. There&#8217;s lots of issues going on with inheritance, arrays and casting that could be a real pain to deal with towards the end of system development, but that you can nip in the bud and make life easier for yourself. [...]]]></description>
		<wfw:commentRss>http://r3dux.org/2012/01/derived-class-issues-with-arrays-and-casting-in-c/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How-to: Overload the C++ function operator()</title>
		<link>http://r3dux.org/2012/01/how-to-overload-the-c-function-operator/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=how-to-overload-the-c-function-operator</link>
		<comments>http://r3dux.org/2012/01/how-to-overload-the-c-function-operator/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 06:25:52 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Function]]></category>
		<category><![CDATA[Function Operator]]></category>
		<category><![CDATA[Operator]]></category>
		<category><![CDATA[Overloading]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=5977</guid>
		<description><![CDATA[I&#8217;m working my way through the first few chapters of James Reinders&#8217; Intel Threading Building Blocks book, and its a little bit hard going. As much as I&#8217;m enjoying the mental exercise of thinking in parallel, when it actually comes to the coding they use a lot of function operator (i.e. operator()) overloading, and I&#8217;m [...]]]></description>
		<wfw:commentRss>http://r3dux.org/2012/01/how-to-overload-the-c-function-operator/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to: Convert an OpenCV cv::Mat to an OpenGL texture</title>
		<link>http://r3dux.org/2012/01/how-to-convert-an-opencv-cvmat-to-an-opengl-texture/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=how-to-convert-an-opencv-cvmat-to-an-opengl-texture</link>
		<comments>http://r3dux.org/2012/01/how-to-convert-an-opencv-cvmat-to-an-opengl-texture/#comments</comments>
		<pubDate>Sat, 14 Jan 2012 00:27:14 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Capture]]></category>
		<category><![CDATA[Conversion]]></category>
		<category><![CDATA[Convert]]></category>
		<category><![CDATA[cv::Mat]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[NITE]]></category>
		<category><![CDATA[OpenCV]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[OpenNI]]></category>
		<category><![CDATA[Texture]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=5946</guid>
		<description><![CDATA[I&#8217;m working on using OpenCV to get Kinect sensor data via OpenNI, and needed a way to get a matrix (cv::Mat) into an OpenGL texture &#8211; so I wrote a function to do just that &#8211; woo! Apologies in advance for the terrible juggling The function used to perform the sensor data to texture conversion [...]]]></description>
		<wfw:commentRss>http://r3dux.org/2012/01/how-to-convert-an-opencv-cvmat-to-an-opengl-texture/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A simple C++/SDL_net chat server &amp; client rewritten</title>
		<link>http://r3dux.org/2011/11/a-simple-csdl_net-chat-server-client-rewritten/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-simple-csdl_net-chat-server-client-rewritten</link>
		<comments>http://r3dux.org/2011/11/a-simple-csdl_net-chat-server-client-rewritten/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 06:28:05 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Client]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[SDL_net]]></category>
		<category><![CDATA[Server]]></category>
		<category><![CDATA[Socket]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=5772</guid>
		<description><![CDATA[Back in January this year I was due to be teaching some diploma level programming (roughly equivalent to the UK A/S level for any Brits), and part of that had to deal with network programming with sockets and stuff, so I duly did my research and put together a simple chat server and client in [...]]]></description>
		<wfw:commentRss>http://r3dux.org/2011/11/a-simple-csdl_net-chat-server-client-rewritten/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>How-To: Get valid integer input in C++ (a stupidly long solution to a stupidly simple problem)</title>
		<link>http://r3dux.org/2011/11/how-to-get-valid-integer-input-in-c-a-stupidly-long-solution-to-a-stupidly-simple-problem/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=how-to-get-valid-integer-input-in-c-a-stupidly-long-solution-to-a-stupidly-simple-problem</link>
		<comments>http://r3dux.org/2011/11/how-to-get-valid-integer-input-in-c-a-stupidly-long-solution-to-a-stupidly-simple-problem/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 02:44:07 +0000</pubDate>
		<dc:creator>r3dux</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Input]]></category>
		<category><![CDATA[int]]></category>
		<category><![CDATA[string]]></category>
		<category><![CDATA[stringstream]]></category>
		<category><![CDATA[stupid]]></category>
		<category><![CDATA[user]]></category>
		<category><![CDATA[valid]]></category>
		<category><![CDATA[validate]]></category>

		<guid isPermaLink="false">http://r3dux.org/?p=5707</guid>
		<description><![CDATA[Update: See the comments for a far, far more elegent and robust solution courtesy of the mighty shetboy! One of the assessments I&#8217;ve got my diploma class doing at the moment is to fix all the bugs in some deliberately shonky C++ code. The code just asks for a name (string) and an age in [...]]]></description>
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		<slash:comments>7</slash:comments>
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