After going a bit through C++ basics with my older son, I dived into a Pacman homage to demonstrate basic Euclidian geometry. The whole game logic and details were covered in this blog. Of course, this was too big to digest in whole, so we pulled back and looked at a simple ball in freefall. Continue reading “Spatial Partitioning on a Low Timebase or How to play Pong with 10 fps or Applied Path to Math”
Lately we started to discuss JogAmp‘s Project Management a little bit and touched things like efficient Java JNI binding to native foreign functions.
Allow me to elaborate on this issue a little bit (forum copy), perhaps even go this far to debate down on the metal C++ vs virtual Java performance.
Keep in mind, I am an old dog and always focus on performance and such thing even on the Java side 😉 Continue reading “Some late C++/Java Project Experience”
Earlier this year, we required a true distraction from the chaos of this world and a sad tragedy in our closer circle. What would have been more rewarding for a little recovery than indulging oneself with game theory, paying homage to Toru Iwatani‘s classic Puckman? Both my sons loved the idea and we added this work to our little cs-class. My older one was eager to learn how the math behind the ghosts works. Euclidian geometry, Pythagoras, points and vectors .. plus the strategy of choosing targets WoW! 😉 We completed the little fun endeavor using C++17 and the SDL2 library, resulting in a working nostalgic re-implementation.
At the bottom of this article I have placed a little video recording, partially demonstrating the results. Continue reading “Chase, Scatter and Phantoms – Sisyphus alike Ghost Fate”
Natural numbers are defined as the sequence of numbers fully defined by their initial value, its successor and the successor of its successor and so forth. Despite the beauty of their intrinsic Dedekind–Peano axioms, they are also fully proven by induction.
Earlier I started elaborating on Direct-BT C++ implementation details, covering communication channels and data structures suitable for concurrency.
This part shall cover Jaulib’s jau::function<R(A…)>, used to manage callback lists e.g. in BTManager or simply utilizing them to delegate functionality like in jau::service_runner. Continue reading “Identifiable C++ Function Pointer of any kind in Direct-BT (Part 2)”
See Direct-BT, Bluetooth Server and Client Programming in C++ and Java (Part 1) for a little introduction to Direct-BT.
Standard and Proprietary Communication Channels
As described, we were required to utilize the host Bluetooth implementation in the GNU/Linux kernel, i.e. BlueZ/Kernel directly without D-Bus to achieve best performance and access the native HCI, L2CAP/GATT and SMP communication channels directly. Continue reading “Direct-BT C++ Implementation Details (Part 1)”
This is the first article covering Direct-BT using version 2.7.1 and may give you a little introduction into this project.
See Direct-BT C++ Implementation Details (Part 1) for some insight view.
It supports a fully event driven workflow from adapter management, device discovery to GATT programming, using its platform agnostic HCI, L2CAP, SMP and GATT protocol implementation.
Multiple Bluetooth adapter are handled, as well as multiple concurrent connections per adapter.
Peripheral server device programming is supported as well as the central client, which is also used for Java and C++ self unit testing across two or more Bluetooth adapter. Continue reading “Direct-BT, Bluetooth Server and Client Programming in C++ and Java (Part 1)”
What is Direct-BT?
I happily joined Xerxes’s call to enhance the
Bluetooth experience on embedded GNU/Linux for Zafena.
This ended up in a new Bluetooth LE (almost done) and BREDR (in progress)
C++-11 implementation named Direct-BT.
It exposes a modern Java binding to the refactored original TinyB. Continue reading “What is Direct-BT? Where is JogAmp 2.4.0?”