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  • Resolving a collision between point and moving line

    - by Conundrumer
    I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision detection to resolve collisions between moving points and static lines, and collisions between moving/static points and moving lines. I already know how to calculate the Time of Impact for both types of collision events, and how to resolve moving point static line collisions. However, I can't figure out how to resolve moving/static point moving line collisions. Here are the initial conditions in a point and moving line collision event. We have a line segment joined by two points, A and B. At this instant, point P is touching/colliding with line AB. These points have unit mass and some might have an initial velocity, unless point P is static. The line is massless and has no explicit rotational component, since points A and B could freely move around, extending or contracting the line as a result (which will be fixed later by the constraint solver). Collision is inelastic. What are the final velocities of the points after collision?

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  • Moving hidden files/folders with the command-line or batch-file

    - by Synetech
    Question Does anyone know of a way to move files and folders that have the hidden, system, or read-only attribute set from the command-line or a batch file? (No, stripping the attributes first is not an option since there is no practical way to know which attributes were set in order to re-set them after the move.) (Failed) Attempts Using the basic move command does not work with items with the hidden or system attribute set and for some reason, it does not have switches to specify attributes like the dir and del commands do. I tried using a utility I wrote that uses the shell’s file operation function, but that requires using start /w to prevent the batch file from running on ahead, and it complains about long-filename support for some reason. I tried using robocopy, but it first copies the files and then deletes the originals instead of simply moving the source (which results in a frustrating delay, even with the excessive output redirected to nul). (Surprisingly it seems that few people have ever needed to move hidden files from the command-line. All I could find was this one person who abandoned the attempt.)

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  • Calculate rolling / moving average in c or c++

    - by Biohazard
    I know this is achievable with boost as per: Using boost::accumulators, how can I reset a rolling window size, does it keep extra history? But I really would like to avoid using boost. I have googled and not found any suitable or readable examples. Basically I want to track the moving average of an ongoing stream of a stream of floating point numbers using the most recent 1000 numbers as a data sample. What is the easiest way to achieve this?

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  • Dynamically moving div, like Yelp's moving map

    - by jeanh
    I am trying to implement something very similar to Yelp's moving map. See: http://www.yelp.com/search?find_desc=restaurants&ns=1&find_loc=mountain+view%2C+ca Basically it starts off somewhere in the middle of the page, but if you scroll down far enough that you wouldn't be able to see it, it moves down as well. What is the best way to do this in javascript? My app is in GWT, but I think I will have to use native js to achieve this effect. Thanks, Jean

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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  • PowerPivot, Stocks Exchange and the Moving Average

    - by AlbertoFerrari
    In this post I want to analyze a data model that perform some basic computations over stocks and uses one of the most commonly needed formula there (and in many other business scenarios): a moving average over a specified period in time. Moving averages can be very easily modeled in PowerPivot, but there is the need for some care and, in this post, I try to provide a solid background on how to compute moving averages. In general, a moving average over period T1..T2 is the average of all the values...(read more)

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  • Moving Git Projects between computers

    - by 01
    I have a project that i use at two places(i dont use git server). When i copy the project at second place i have to check-in all the files(but they have not changed), git shows me for example @@ -1,8 +1,8 @@ -#Sat Mar 06 19:39:27 CET 2010 -eclipse.preferences.version=1 -org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled -org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6 -org.eclipse.jdt.core.compiler.compliance=1.6 -org.eclipse.jdt.core.compiler.problem.assertIdentifier=error -org.eclipse.jdt.core.compiler.problem.enumIdentifier=error -org.eclipse.jdt.core.compiler.source=1.6 +#Sat Mar 06 19:39:27 CET 2010 +eclipse.preferences.version=1 +org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled +org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6 +org.eclipse.jdt.core.compiler.compliance=1.6 +org.eclipse.jdt.core.compiler.problem.assertIdentifier=error +org.eclipse.jdt.core.compiler.problem.enumIdentifier=error +org.eclipse.jdt.core.compiler.source=1.6 i did at both places the command git config --global core.autocrlf false but it doesnt help with this problem

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  • Determining whether two fast moving objects should be submitted for a collision check

    - by dreta
    I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate TOI for two fast moving objects and everything is working smoothly. My issue now is that i can't figure out how to determine whether two fast moving objects should even be checked against each other in the first place. I'm using a quad tree for spacial partitioning and for each fast moving object, i check it against objects in each cell that it passes. This works fine for determining collision with static geometry, but it means that any other fast moving object that could collide with it, but isn't in any of the cells that are checked, is never considered. The only solution to this i can think of is to either have the cells large enough and cross fingers that this is enough, or to implement some sort of a brute force algorithm. Is there a proper way of dealing with this, maybe somebody solved this issue in an efficient manner. Or maybe there's a better way of partitioning space that accounts for this?

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  • Moving files from Public folder to C: takes a minute, even though they are same hard drive and same

    - by Jian Lin
    I have a big file, like 2GB, and would like to move it from Network -> Bookroom -> Users -> Public (this is the computer in the bookroom in the house) to c:\myfiles and they are actually on the SAME hard drive (and same partition). But copying still takes a minute or so? I thought if on the same hard drive and partition, then it is a "move" and it should take 2, 3 seconds only. that public folder also is \\Bookroom\Users\Public Update: Sorry, I actually mean "move" all the way... so it is not copy but move. So that's why I thought it should take 2, 3 seconds only.

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  • Moving to Visual Studio 2010 free e-book

    Moving to Visual Studio 2003/2005/2008 to Visual Studio 2010?  You can download a free draft preview of Microsoft Press Moving to Microsoft Visual Studio 2010 book. var addthis_pub="guybarrette"; ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Google I/O 2010 - Moving beyond markers: Advanced Maps API customization

    Google I/O 2010 - Moving beyond markers: Advanced Maps API customization Google I/O 2010 - Moving beyond markers: Advanced Maps API customization Geo 301 Jez Fletcher, David Day With such a large number of Google Maps API sites online, it can be hard to make your site stand out from the crowd. This session covers ways in which you can enhance your Maps API application to truly differentiate it, including customizing your overlays, controls, and map. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 16 0 ratings Time: 36:38 More in Science & Technology

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  • BOX2D Kinematic Platform with parallax layer

    - by Marcell
    I am using a kinematic body for my moving platform on x-axis, so I set the linear velocity to b2vec2(5,0). When the player jump on the platform, it works like it is suppose to. But the thing is that my platform is on the obstacle layer and I am moving it with the parallax layer. So if I setTransform the kinematic platform to follow the obstacle layer than it's physics will not work and the player will slip-off the platform. I'm developing for iOS and using cocos2d api. Anyway around this?

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  • Moving from Test Automation to Development

    - by avgvstvs
    I'm in an interesting quandary. I've been doing test automation using QTP for about 1.5 years, and am in the slow process of switching to a developer role in my same company. I also begin my Master's in CS this fall. An old friend is trying to recruit me for a Sr. Test Automation position that could potentially pay me $23k more for the exact same thing I do now. But obviously I would defer moving to development. The new company is much more technical overall (I would be moving from financial services to industrial automation, and they have MANY more software dev roles available. I know traditionally QA type jobs carry an odd "danger" tag, but test automation is really a different beast. Does anyone have any experience moving from test automation to development? Does the QA stigma exist? The extra $$ would be nice, but not at the expense of my career. I should note that my Master's will be on Systems/parallel programming, so one thought is that I'll get automatic consideraton for development upon completing my Master's. I also work 6hrs/wk doing game development with a friend.

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  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

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  • Moving objects colliding when using unalligned collision avoidance (steering)

    - by James Bedford
    I'm having trouble with unaligned collision avoidance for what I think is a rare case. I have set two objects to move towards each other but with a slight offset, so one of the objects is moving slightly upwards, and one of the objects is moving slightly downwards. In my unaligned collision avoidance steering algorithm I'm finding the points on the object's forward line and the other object's forward line where these two lines are the closest. If these closest points are within a collision avoidance distance, and if the distance between them is smaller than the two radii of the two object's bounding spheres, then the objects should steer away in the appropriate direction. The problem is that for my case, the closest points on the lines are calculated to be really far away from the actual collision point. This is because the two forward lines for each object are moving away from each other as the objects pass. The problem is that because of this, no steering takes place, and the two objects partially collide. Does anyone have any suggestions as to how I can correctly calculate the point of collision? Perhaps by somehow taking into account the size of the two objects?

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  • Camera not staying behind model while moving in circle

    - by ChocoMan
    I have a camera behind a model (3rd Person) and I'm having problems KEEPING it behind the model. When I first start my game, you see the back of the model. If the model moves forward, backward or strafe left or right, the camera moves along accordingly. When the model rotates (stationary), the camera rotates accordingly with the model still pointing at the model's back. So far, so good. The problem comes when the player is BOTH moving and rotating at the same time. Take for example a model moving in a circular pattern like running around a track. As the model moves in this motion, the model rotates slightly more with each complete rotation. Eventually, instead of looking at the model's back, eventually you will see the model in a profile view and before you know it, the model's front is facing the camera. And when you stop moving the model, the model stays in that position. So, as long as my model is stationary and rotating in one place, the camera rotates correctly. But as soon as there is any sort movement while rotating, the model is offset by a mysterious increasing amount. How can I keep the camera maintaining the same view no matter how I move AND rotate at the same time? // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { /* For rotating the model left or right. * Camera maintains distance from model * throughout rotation and if model moves * to a new position. */ Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromAxisAngle(Vector3.Up, yaw); //AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); AddPitch = Quaternion.CreateFromAxisAngle(Vector3.Up, pitch); ModelLoad.CRotation *= AddPitch; COrientation = Matrix.CreateFromQuaternion(ModelLoad.CRotation); } // Orbit (yaw) Camera around model public void cameraYaw(float yaw) { Vector3 yawAngle = ModelLoad.CameraPos - ModelLoad.camTarget; Vector3 axisYaw = Vector3.Up; ModelLoad.CameraPos = Vector3.Transform(yawAngle, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; }

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  • Moving from http to https - Google webmaster tools | Bing webmaster tools

    - by user2240778
    I'm moving from http to https for my entire site. The site is currently added to google webmaster tools as www.example.com and all the pages are indexed as http. How do i go about moving to the new https URLs on Google webmaster tools. Do I just submit a updated sitemap which has the https URLs OR Do I add a new site as https://www.example.com and submit the sitemap with https urls? All the http urls are set to redirect to their https counterparts.

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  • Jumping a sprite while moving in a Bezier action

    - by marcg11
    I'm creating a game and I need the sprite to jump (move up and down basically) while it's moving on a bezier path so it moves vertically while it still follows the path. If I do this while it's moving along the bezier path: [mySprite runAction:[CCJumpBy actionWithDuration:0.1 position:ccp(0,0) height:10 jumps:1]]; It jumps vertically but instantly it returns to the position on the path. What I want is to jump relative to the path. Anyone knows something about it? It would looks something like this: the curve is a sequence of CCBezierBy's by the way. Thanks.

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  • Moving large amounts of data between shared hosts

    - by Bryan M.
    I recently acquired a client who is a photographer and was interested in moving web hosts since his current host had threatened to throw him off due to CPU spiking. The migration went fairly easily, with about 350MBs of website and media files. Then I discovered about 60GBs of client galleries he had failed to mention. I am unable to move this much data myself, since I'm capping out at about 20kb/s on the FTP connection. Has anyone encountered a situation where they needed to migrate this much data between cheap hosting? Should we contact the hosting companies about this (he is moving from Westhost to MediaTemple)?

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  • Physics for moving blocks

    - by Gabson
    I'm working on a 2D game for windows phone where the player moves blocks around to bounce a laser beams. I need to create some simple physics for moving the blocks. For the moment I have a simple collision class, telling me if two rectangles collide. But that's not enough because when I'm moving a block the rectangle/rectangle function doesn't work. By Doesn't work i mean,I manage the collision but I don't how to stop the block mooving while the user sliding the block. The collision response for the block I want is if the user tries to slide it on another object, the block should slide up against the other object and not overlap. How would I go about implementing this functionality?

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  • (Quaternion based) Trouble moving foward based on model rotation

    - by ChocoMan
    Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move as it still travelling in the direction of world space. Meaning, if I'm moving forward, backward or any other direction while rotating the model, the model acts like its a figure skater spinning while traveling in the same direction. How do I update the direction of travel proper with the facing direction of the model? Rotates model on Y-axis: Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Moves model forward: // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { SpeedX = (float)(Math.Sin(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; SpeedZ = (float)(Math.Cos(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; // Update model position ModelLoad._modelPos += Vector3.Forward * SpeedZ; ModelLoad._modelPos += Vector3.Left * SpeedX; }

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