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  • mdadm: brakes boot due to "is not ready yet or not present" error

    - by BarsMonster
    This is so damn frustrating :-| I've spent like 20 hours on this nice error, and seems like dozens of people over Internet too, and no clear solution yet. I have non-system RAID-5 of 5 disks, and it's fine. But during boot up it says that "/dev/md0 is not ready yet or not present" and asks to press 'S'. Very nice for Ubuntu Server - I have to bring monitor and keyboard to go next. After this system boots and it's all fine. md0 device works, /proc/mdstat is fine. When I do mount -a - it mounts this array without errors and works fine. As a dumb and shameful workaround I added noauto in /etc/fstab, and did mounting in /etc/rc.local - it works fine then. Any hints how to make it work properly? fstab: UUID=3588dfed-47ae-4c32-9855-2d69df713b86 /var/bigfatdisk ext4 noauto,noatime,data=writeback,barrier=0,nobh,commit=5 0 0 mdadm config: It is autogenerated: # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default, scan all partitions (/proc/partitions) for MD superblocks. # alternatively, specify devices to scan, using wildcards if desired. DEVICE partitions # auto-create devices with Debian standard permissions CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR CENSORED # definitions of existing MD arrays ARRAY /dev/md/0 metadata=1.2 bitmap=/var/md0_intent UUID=efccbeb6:a0a65cd6:470dcdf3:62781188 name=LBox2:0 # This file was auto-generated on Mon, 10 Jan 2011 04:06:55 +0200 # by mkconf 3.1.2-2

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  • More than 5 custom variables across multiple websites using Google Analytics

    - by brakes
    We have multiple websites using the same Google Analytics account number so we can track visitors across multiple websites. One of these websites has set 5 custom variables. We want to introduce a new custom variable to track logged in users for our single sign-on (SSO) system to find out what parts of which website they are accessing. Is this possible or is it a case that all the custom variables have been used up by 1 of the sites?

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  • Website Creating Guidelines

    Surprisingly, there a lot of people who directly rush themselves in creating a website without even knowing what they are going to post. So if ever you are one of these people, step on the brakes a bit and find to think about what exactly you want to see when you have that website done.

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  • How to add a variable into a grep command

    - by twigg
    I'm running the following grep command var=`grep -n "keyword" /var/www/test/testfile.txt` This work just as expected but I need to insert the file name dynamically from a loop like so: var=`grep -n "keyword" /var/www/test/`basename ${hd[$i]}`.txt` But obviously the use of ` brakes this with a unexpected EOF while looking for matching ``' and unexpected end of file Any ideas of away around this?

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  • Tips for building an AI for a 2D racing game

    - by declique
    I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision). We are given a black and white bitmap image of the racing track, we are allowed to choose basic stats for our car (handling, acceleration, max speed and brakes) after we receive the map. The AI connects to the game's server and gives to it several times a second numbers for the current acceleration and steering. The language I chose is C++, by the way. The questions are: What is the best strategy or algorithm (since I want to try and win)? I currently have in mind some ideas found on the net and one or two of my own, but I would like before I start to code that my perspective is one of the best. What good books are there on that matter? What sites should I refer to?

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  • Google fonts different size and jagged

    - by capola
    I have one very surprising issue with Google Fonts. This is the site in question. The title is normaly showing in one ligne but a friend of mine with the same Opera version like me sent me this screenshot. You can see that the title goes in two lines and brakes every think. It's the first time I use Gfonts and must admit that there is another problem in Firefox too - the font appears so jagged! Thanks for your advises!

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  • Geek Bike Ride Sao Paulo

    - by Tori Wieldt
    What do you do on sunny Saturday in Sao Paulo when you have several Java enthusiasts, street lanes closed off for bicyclists, new cool Duke jerseys, and some wonderful bike angels to provide a tour through the city? A GEEK BIKE RIDE, of course! The weekend before JavaOne Latin America, the Sao Paulo geek bike ride was held today. We had 20+ riders and a wonderful route that took us from the Bicycle Park to and through downtown. It was a 30Km ride, but our hosts were kind enough to give riders the option to take the subway for part of the trip. Thanks to our wonderful bike angels, the usual rental bike problems like rubbing brakes, dropped chains, and even a flat tire were handled with ease.  The geek bike ride wasn't just for out-of-towners. Loiane Groner, who lives in Sao Paulo said, "I love the Geek Bike Ride! The last time I was in these parts of the city, I think I was five years-old!" A good time was had by all. (My only crash of the day was riding up an escalator with my bike. Luckily, the bikers with me were so busy helping me that no pictures were taken. <phew>) Enjoy this video by Hugo Lavalle You can also view Hugo's pictures. More pictures to come on Stephen Chin's blog.  So, what city is up next?  

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  • Importing Outlook 2007 rules error

    - by Alex
    I'm trying to move an Outlook 2007 account (POP3, no Exchange) to a new machine and I'm having trouble importing the rules from the old machine to the new one. Here is the deal, I imported the .pst file on the new machine but when I try to import the rules, every single one of them brakes. The folders and sub-folders hierarchy is preserved upon the import of the .pst but the rules don't point to the right folder in the respective rule. Instead it points to "the specified folder". Same OS (Windows XP), same mail client (Outlook 2007) and the .psf file is about 8 GB. Any help i greatly appreciated.

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  • Prevent oversteering catastrophe in racing games

    - by jdm
    When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really hard. When I switch lanes or pass somebody, the car starts swiveling back and forth, and any attempt to correct it makes it only worse. The only thing I can do is to hit the brakes. I think this is some kind of oversteering. What makes it so irritating is that it never happens to me in real life (thank god :-)), so 90% of the games with vehicles inside feel unreal to me (despite probably having really good physics engines). I've talked to a couple of people about this, and it seems either you 'get' racing games, or you don't. With a lot of practice, I did manage to get semi-good at some games (e.g. from the Need for Speed series), by driving very cautiously, braking a lot (and usually getting a cramp in my fingers). What can you do as a game developer to prevent the oversteering resonance catastrophe, and make driving feel right? (For a casual racing game, that doesn't strive for 100% realistic physics) I also wonder what games like Super Mario Kart exactly do differently so that they don't have so much oversteering? I guess one problem is that if you play with a keyboard or a touchscreen (but not wheels and pedals), you only have digital input: gas pressed or not, steering left/right or not, and it's much harder to steer appropriately for a given speed. The other thing is that you probably don't have a good sense of speed, and drive much faster than you would (safely) in reality. From the top of my head, one solution might be to vary the steering response with speed.

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  • rsync doesn't use delta transfer on first run

    - by ockzon
    I'm trying to synchronize a large local directory (with a batch file using rsync 3.0.7 on Cygwin, Windows 7 x64, 30k files, 200gb size) to a remote server (Debian x64 with kernel 2.6, rsyncd 3.0.7) over a slow internet connection (90kbyte/s upload). I know almost all files are identical and I verified that using md5sum locally and remotely. However when executing rsync from my local machine every file gets transferred completely for the first time. When I terminate the batch file after a few transfers and run it again then the already transferred files are skipped. But as soon as it gets to a file not yet transferred it uploads the file as a whole again instead of noticing that the checksum is the same locally and remotely. The batch file calling rsync looks like this (backslashes and line brakes added here for readability): c:\cygwin\bin\rsync.exe --verbose --human-readable --progress --stats \ --recursive --ignore-times --password-file pwd.txt \ /cygdrive/d/ftp/data/ \ rsync://[email protected]:33400/data/ | \ c:\cygwin\bin\tee.exe --append rsync.log I experimented using the following parameters in varying combinations but that didn't help either: --checksum --partial --partial-dir=/tmp/.rsync-partial --compress

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  • Word 2010 doc skips pages

    - by Sarah
    A Word document with 9 pages, 3 section brakes next page (no odd and even breaks used) and inserted page numbers shows the correct sequence of pages when moving thru the document. When I change the page numbers in section 2 to start from 1 (Section 1 is only one page numbered with a roman numeral.) Then two strange things happen: The sequence in the status bar goes from 1 to 3. Page 2 disappeared (no text is missing) and my total number of pages reads 10 when i actually only have 9. The first page has a table of contents. Page 2 is listed, but when I press ctrl + click the shortcut it goes to page 4?

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  • propertyregex removes return characters in multiline

    - by javydreamercsw
    I'm using ants propertyregex method to change a property and it works fine up to a point. I'm lossing return characters. Here's what I'm trying to change: cluster.path=\ ${nbplatform.active.dir}/harness:\ ${nbplatform.active.dir}/platform:\ ${nbplatform.active.dir}/nb This is in a .properties file. So I'm trying to change it like this: <propertyregex property="cluster.path" input="${cluster.path}" regexp="nbplatform.active.dir" replace="xplatform.base" global="true" override="true"/> The stuff is replaced but I get: cluster.path= ${xplatform.base}/harness\: ${xplatform.base}/platform\: ${xplatform.base}/nb This brakes logic down the line not controlled by me (Netbeans) that uses the ':' as delimiter. Any idea?

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  • Multilingual in Drupal: Can't have a node and it's translations as frontpage. How to?

    - by takpar
    hi, i built a page in Persian. set it's path to front set drupal frontpage to /front everything is O.K. in mysite.com/fa i translate the page to en problem arises. now the path of Persian page changes to default node/33. now in language's frontpage drupal says Can't find the page. i tried to set path front to the translated english page. but it did not helped. i alse tried to assign path fa/front to my Persian page. nothing helped. translating brakes path in other nodes. how can i have these pages /front and /fa/front translated of each other as the same time?

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • NFSv4 "Too many levels of symbolic links" error

    - by user1434058
    Both machines are running Ubuntu 12.04 Remote NFSv4 Client $ ls /mnt/storage/aaaaaaa_aaa/bbbb/cccc_ccccc gives this error: ls: reading directory .: Too many levels of symbolic links How can I fix this? When error occurs ls start listing the files, however PHP brakes. On the NFSv4 Server In /etc/fstab: /mnt/storage /srv/storage none bind 0 0 In /etc/exports /srv 192.168.1.0/24(rw,async,insecure,no_subtree_check,crossmnt,fsid=0,no_root_squash) /srv/storage 192.168.1.0/24(rw,async,nohide,insecure,no_subtree_check,no_root_squash) ERROR root@ds:root@ds:/mnt/storage/foreign_dbs/imdb/imdb_htmls# ls -l | head ls: reading directory .: Too many levels of symbolic links total 10302840 -rw-r--r-- 1 root root 10484 Jul 5 13:56 0019038.gz -rw-r--r-- 1 root root 16264 Mar 30 00:31 0259701.gz -rw-r--r-- 1 root root 13784 Mar 30 14:20 1000000.gz -rw-r--r-- 1 root root 12741 Mar 30 13:04 1000003.gz -rw-r--r-- 1 root root 12794 Mar 30 12:40 1000004.gz -rw-r--r-- 1 root root 13123 Mar 30 12:07 1000005.gz -rw-r--r-- 1 root root 13183 Mar 30 12:04 1000006.gz -rw-r--r-- 1 root root 13443 Jul 4 01:16 1000007.gz -rw-r--r-- 1 root root 12968 Mar 30 11:05 1000008.gz I came across it in PHP. scandir would return 1612577.gz & 1612579.gz, but skips 1612578.gz and yet the file types and properties are identical on them and this only happens on the nfs client, works 100% on the server

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  • Perfect End to a Bad Day

    - by TehGrumpyCoder
    Yesterday's post about A Bad Day at Work actually had an addendum to it. There were apparently a bunch of guys on ice skates last night competing in some sport way the hell and gone over on the other side of the valley, and enough people couldn't live without seeing them that they had all major arteries heading west honked. I mean honked... the traffic guy reported the 101 had 16 miles of backup... yikes. Since I worked downtown for a number of years, my fallback is to cut across the city on surface streets to get to one of my old 'haunts' and just drive it home from there. Of course with the 101 backed up, then I17 would logically be as well, so I kept the news on rather than my Zune and heard where the bad stuff was going North. I popped out on the freeway about 7 miles south of my exit. Got to the exit which is about a mile from the house without killing or maiming me or anyone else. Waited patiently at the light in the inside lane to make a left and go under the freeway proceeding West. The light changed, I had full green, I started through and whoa... I've got someone in a little rat car crossing my bow! A little explanation... I drive a 3/4 ton pickup with a V-10, extended cab and shell on the back. It's not jacked up, but it sits up pretty good and is longer than any parking place I've ever tried to put it into. I consider this truck to be the consolation prize for paying uninsured motorist coverage for 45 years and having Pilar Martinez totally destroy a 3/4 ton Silverado on March 1, 2007 by plowing into me at traffic speed while I was stopped at a light. If you pay for uninsured motorist coverage, ask your insurance agent *exactly* what that means... I bet it's different than what you think it means. But I digress, sorry... So here I am with a car that is shorter from top to road than the hood on my truck, and the driver thought it would be safe to run a red light and see if they could get past me before I got into the lane. The right side of my front bumper was almost into the driver's window when I hit the brakes and wheeled it left. Fortunately for all involved, I saw it soon enough, and pulled into the 2nd lane for making a left to go back South. I looked in my mirror, signalled a move, then moved over behind the yuck in the rat car. I then punched it, and the future hood ornament and I both made it through the next light. I pulled alongside to let her know that she was DEFINITELY Number 1 in my book, and it's a middle-age woman looking at me with a "sorry, it was an accident" show of pouty face and arms held up. Tough $hit lady... that may have worked when you were 18, but it's not working anymore, and it wasn't an accident... you ran a freakin' red light and almost got yourself killed. That just about put a bow on the day... I was home later than usual, pissed off about work stuff, pissed off at traffic, and now that. I ate dinner, watched a little TV, and was asleep about 9:30 exhausted. Hope today is better.

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  • NHibernate. Distinct parent child fetching

    - by Andrew Kalashnikov
    Hello. I've got common NH mapping; <class name="Order, SummaryOrder.Core" table='order'> <id name="Id" unsaved-value="0" type="int"> <column name="id" not-null="true"/> <generator class="native"/> </id> <many-to-one name="Client" class="SummaryOrderClient, SummaryOrder.Core" column="summary_order_client_id" cascade="none"/> <many-to-one name="Provider" class="SummaryOrderClient, SummaryOrder.Core" column="summary_order_provider_id" cascade="none"/> <set name="Items" cascade="all"> <key column="order_id"/> <one-to-many class="OrderItem, Clients.Core" /> </set> </class> Want get list by this criteria ICriteria criteria = NHibernateStateLessSession.CreateCriteria(typeof(SummaryOrder.Core.Domains.Order)); ; criteria.Add(Restrictions.Or (Restrictions.Eq(String.Format("{0}.Id", SummaryOrder.Core.Domains.Order.Properties.Client), idClient), Restrictions.Eq(String.Format("{0}.Id", SummaryOrder.Core.Domains.Order.Properties.Provider), idClient))). SetResultTransformer(new DistinctRootEntityResultTransformer()). SetFetchMode(SummaryOrder.Core.Domains.Order.Properties.Items, FetchMode.Join); return criteria.List<SummaryOrder.Core.Domains.Order>() as List<SummaryOrder.Core.Domains.Order> But I've got duplicates.. When I execute One restriction (without OR) I got distinct collection of orders, but Restriction OR brakes my query. I wanna get distinct(at client yet) collection of orders. What's wrong. Please HELP!

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  • 100% width table cell

    - by Elvis
    Hello! I have this table layout. I want to align the whole content to the right. So i'm using one cell with width: 100%;. Usually everything looks good and nice. But there is something, which i don't understand. If the content in cell, which has colspan, becomes bigger than normal cell in this column (you can test this by clicking Click to test button), it brakes whole layout. This happens on Chrome, Safari 4 and 5, IE8, but on Opera, FF and IE7 is OK. Any ideas? <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>TEST</title> <style type="text/css"> table { width: 100%; } table td { border: 1px solid black; white-space: nowrap; } .delimiter { width: 100%; } </style> </head> <body> <table> <tr> <td><label>Row 1</label></td> <td>&nbsp;</td> <td><input type="text" value="Field 1" id="field1" size="25"></td> <td><input type="button" value="Click to test" onclick="var o = document.getElementById('field2'); o.size = o.size == 25 ? 50 : 25;"></td> <td class="delimiter">&nbsp;</td> </tr> <tr> <td><label>Row 2</label></td> <td>&nbsp;</td> <td colspan="3"><input type="text" id="field2" value="Field 2" size="25"></td> </tr> </table> </body> </html>

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  • Developer’s Life – Disaster Lessons – Notes from the Field #039

    - by Pinal Dave
    [Note from Pinal]: This is a 39th episode of Notes from the Field series. What is the best solution do you have when you encounter a disaster in your organization. Now many of you would answer that in this scenario you would have another standby machine or alternative which you will plug in. Now let me ask second question – What would you do if you as an individual faces disaster?  In this episode of the Notes from the Field series database expert Mike Walsh explains a very crucial issue we face in our career, which is not technical but more to relate to human nature. Read on this may be the best blog post you might read in recent times. Howdy! When it was my turn to share the Notes from the Field last time, I took a departure from my normal technical content to talk about Attitude and Communication.(http://blog.sqlauthority.com/2014/05/08/developers-life-attitude-and-communication-they-can-cause-problems-notes-from-the-field-027/) Pinal said it was a popular topic so I hope he won’t mind if I stick with Professional Development for another of my turns at sharing some information here. Like I said last time, the “soft skills” of the IT world are often just as important – sometimes more important – than the technical skills. As a consultant with Linchpin People – I see so many situations where the professional skills I’ve gained and use are more valuable to clients than knowing the best way to tune a query. Today I want to continue talking about professional development and tell you about the way I almost got myself hit by a train – and why that matters in our day jobs. Sometimes we can learn a lot from disasters. Whether we caused them or someone else did. If you are interested in learning about some of my observations in these lessons you can see more where I talk about lessons from disasters on my blog. For now, though, onto how I almost got my vehicle hit by a train… The Train Crash That Almost Was…. My family and I own a little schoolhouse building about a 10 mile drive away from our house. We use it as a free resource for families in the area that homeschool their children – so they can have some class space. I go up there a lot to check in on the property, to take care of the trash and to do work on the property. On the way there, there is a very small Stop Sign controlled railroad intersection. There is only two small freight trains a day passing there. Actually the same train, making a journey south and then back North. That’s it. This road is a small rural road, barely ever a second car driving in the neighborhood there when I am. The stop sign is pretty much there only for the train crossing. When we first bought the building, I was up there a lot doing renovations on the property. Being familiar with the area, I am also familiar with the train schedule and know the tracks are normally free of trains. So I developed a bad habit. You see, I’d approach the stop sign and slow down as I roll through it. Sometimes I’d do a quick look and come to an “almost” stop there but keep on going. I let my impatience and complacency take over. And that is because most of the time I was going there long after the train was done for the day or in between the runs. This habit became pretty well established after a couple years of driving the route. The behavior reinforced a bit by the success ratio. I saw others doing it as well from the neighborhood when I would happen to be there around the time another car was there. Well. You already know where this ends up by the title and backstory here. A few months ago I came to that little crossing, and I started to do the normal routine. I’d pretty much stopped looking in some respects because of the pattern I’d gotten into.  For some reason I looked and heard and saw the train slowly approaching and slammed on my brakes and stopped. It was an abrupt stop, and it was close. I probably would have made it okay, but I sat there thinking about lessons for IT professionals from the situation once I started breathing again and watched the cars loaded with sand and propane slowly labored down the tracks… Here are Those Lessons… It’s easy to get stuck into a routine – That isn’t always bad. Except when it’s a bad routine. Momentum and inertia are powerful. Once you have a habit and a routine developed – it’s really hard to break that. Make sure you are setting the right routines and habits TODAY. What almost dangerous things are you doing today? How are you almost messing up your production environment today? Stop doing that. Be Deliberate – (Even when you are the only one) – Like I said – a lot of people roll through that stop sign. Perhaps the neighbors or other drivers think “why is he fully stopping and looking… The train only comes two times a day!” – they can think that all they want. Through deliberate actions and forcing myself to pay attention, I will avoid that oops again. Slow down. Take a deep breath. Be Deliberate in your job. Pay attention to the small stuff and go out of your way to be careful. It will save you later. Be Observant – Keep your eyes open. By looking around, observing the situation and understanding what your servers, databases, users and vendors are doing – you’ll notice when something is out of place. But if you don’t know what is normal, if you don’t look to make sure nothing has changed – that train will come and get you. Where can you be more observant? What warning signs are you ignoring in your environment today? In the IT world – trains are everywhere. Projects move fast. Decisions happen fast. Problems turn from a warning sign to a disaster quickly. If you get stuck in a complacent pattern of “Everything is okay, it always has been and always will be” – that’s the time that you will most likely get stuck in a bad situation. Don’t let yourself get complacent, don’t let your team get complacent. That will lead to being proactive. And a proactive environment spends less money on consultants for troubleshooting problems you should have seen ahead of time. You can spend your money and IT budget on improving for your customers. If you want to get started with performance analytics and triage of virtualized SQL Servers with the help of experts, read more over at Fix Your SQL Server. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: Notes from the Field, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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