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  • Login speed varies over time

    - by Brock Dute
    I have a weird problem with my Ubuntu right now. My login speed is never consistent for months, sometimes it changes within weeks. What I mean is, for example, within 2 weeks, boot time is really fast and speedy but then say after that, boot time becomes noticeably slower. Usually, right after the ubuntu login sound plays, my desktop would've finished loading already but sometimes, the ubuntu login sound is already done playing and I'm still in this stage of the login -- image, exactly like that. Any reasons for this? Sometimes it slows down after updates (which I think is kind of normal?) After a few reboots, it becomes fast then randomly it becomes slow again.

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  • Finding files at more speed

    - by Chaitanya
    I have been using find command to find files on my 1 tb hard disk. it takes very long. then I used locate which proved to be faster with regular update using updatedb. But the limitation of locate is that I cannot find files with certain size or modified/created time. can you suggest me any ideas on how to find files at more speed or in that case how to pipe output of locate command in a way that all other information like size, time, etc. can be displayed or redirected to a file.

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  • slow speed transfering files to a local network device

    - by F. Ariel Jung
    I'm having troubles copying files from my pc(ubuntu 13.04 64 bits) to a Media Center(WDTV Live: with an SATA2 HDD attached) through the local network. the speed is to slow, it's up to 2.0 MB/s image: http://s11.postimg.org/g1nuai92b/Captura_de_pantalla_de_2013_06_24_07_46_55.png (I don't use image tag because it is a big image) my PC has a wifi network card Tp Link TL-WN951N and it is connected to a TP Link TL-WDR3500 router via wifi, and the WDTV Live is connected via LAN here is a iwconfig: eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"TL-WDR3500" Mode:Managed Frequency:2.462 GHz Access Point: A0:F3:C1:6C:3B:F1 Bit Rate=39 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=62/70 Signal level=-48 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:33521 Invalid misc:2245290 Missed beacon:0 if more data is required I'll post it as needed. I can't figure this out, needed help. please

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  • New Pluralsight app for Android will bring variable speed

    Usually, it is very interesting to compare the 'same' software applications and apps between various platforms, and the Pluralsight offline players are an outstanding example to have a closer look at. The original Silverlight desktop offline player, the iOS app of Pluralsight and the new HTML5 online player all have variable playback speed. Just the Android app doesn't. But not for long. A couple of days Pluralsight finally announced that their development department found a reliable solution to provide flexible speeds. For the brave ones among us, please have a look at the public beta they are offering on their blog article.  Please be aware of, that using any Pluralsight offline player requires to have a Plus subscription. Otherwise, you cannot use the application after all.

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  • Getting graduates up to speed?

    - by Simon
    This question got me thinking about how comapnies deal with newly-hired graduated. Do experienced programmers expect CS graduates to write clean code (by clean I mean code easily understandable by others — maybe that is too much to expect?) Or do significant portion of graduates at your place (if any) just end up testing and fixing small bugs on existing applications? And, even if they do bug fixes, do you end up spending double the amount of time just checking they did not end up breaking anything and creating new bugs? How do you deal with such scenarios when pair programming and code reviews are not available options (for reasons such as personal deadlines), and also what techniques did you find to get fresh graduate up to speed? Some suggestions would be great.

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  • Speed up ssh login using public key down to 0.1sec

    - by BarsMonster
    Hi! I am using Putty to login to my local server, but it takes about 1.5 seconds to login (from the click on 'connect' to working command prompt, most of time is spend on "Authenticating with public key..."). I know many see even slower speeds, but I would like to have not more than 0.1 login time. I already set UseDNS=no and allowed only IPv4 in putty client and reduced key length from 4k down to 1k. Any other suggestions to speed it further?

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  • Google I/O 2012 - Breaking the JavaScript Speed Limit with V8

    Google I/O 2012 - Breaking the JavaScript Speed Limit with V8 Daniel Clifford Are you are interested in making JavaScript run blazingly fast in Chrome? This talk takes a look under the hood in V8 to help you identify how to optimize your JavaScript code. We'll show you how to leverage V8's sampling profiler to eliminate performance bottlenecks and optimize JavaScript programs, and we'll expose how V8 uses hidden classes and runtime type feedback to generate efficient JIT code. Attendees will leave the session with solid optimization guidelines for their JavaScript app and a good understanding on how to best use performance tools and JavaScript idioms to maximize the performance of their application with V8. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 3049 113 ratings Time: 47:35 More in Science & Technology

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  • Circular movement - eliminating speed ups near Y = 0

    - by Fibericon
    I have a basic algorithm to rotate an enemy around a 200 unit radius circle with center 0. This is how I'm achieving that: if (position.Y <= 0 && position.X > -200) { position.X -= 2; position.Y = 0 - (float)Math.Sqrt((200 * 200) - (position.X * position.X)); } else { position.X += 2; position.Y = (float)Math.Sqrt((200 * 200) - (position.X * position.X)); } It does work, and I've ensured that at no point does either X or Y equal NaN. However, when Y approaches 0, it seems to go significantly faster. This surprises me, because the Y values are locked to the X, which is being incremented by a steady amount. What can I do to smooth the speed?

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  • speed up the update of glutidle()

    - by CroCo
    I have a client that sends data at 1KHz (i.e. 0.001 sec) to a master over Internet using UDP protocol. In Master, I need to draw an object, but the problem is that the update of GLUT is slower than the client's update. I have tried to use glutTimerFunc(0,glutIdle, 0); but still slow. Is there a way to speed up the update rate of drawing? I need to update Display() every 0.001 sec. Any suggestions? I'm using windows 7.

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  • Limiting the speed of a dragged sprite in Cocos2dx

    - by Frozsht
    I am trying to drag a row of sprites using ccTouchesMoved. By that I mean that there is a row of sprites (they are colored squares) lined up next to each other and if I grab one with a touch the rest follow it. However, if the sprite that is selected by touch moves too fast it creates a slight gap between it and the following sprites. How do I go about limiting the speed that I can drag the sprite with ccTouchesMoved? This is the only solution I could think of to my problem. If anyone has another suggestion to prevent this sprite gap from happening I would appreciate it.

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  • VTD-XML Parsing Performance (speed critical factor). Requesting Feedback/Comments

    - by andreas
    Hello, I am about to use VTD-XML (found at http://vtd-xml.sourceforge.net/) but I am interested in getting real-case usage feedback, by any one that has used the library and has any comments. At the URL (http://vtd-xml.sourceforge.net/) there are benchmarks but if someone has used VTD-XML and has comments FOR it I would like to hear them. Speed is a critical factor in the application and comments after real-case usage, by developers, is what i am looking for. Regards,

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  • (PHP) Validation, Security and Speed - Does my app have these?

    - by Devner
    Hi all, I am currently working on a building community website in PHP. This contains forms that a user can fill right from registration to lot of other functionality. I am not an Object-oriented guy, so I am using functions most of the time to handle my application. I know I have to learn OOPS, but currently need to develop this website and get it running soon. Anyway, here's a sample of what I let my app. do: Consider a page (register.php) that has a form where a user has 3 fields to fill up, say: First Name, Last Name and Email. Upon submission of this form, I want to validate the form and show the corresponding errors to the users: <form id="form1" name="form1" method="post" action="<?php echo $_SERVER['PHP_SELF']; ?>"> <label for="name">Name:</label> <input type="text" name="name" id="name" /><br /> <label for="lname">Last Name:</label> <input type="text" name="lname" id="lname" /><br /> <label for="email">Email:</label> <input type="text" name="email" id="email" /><br /> <input type="submit" name="submit" id="submit" value="Submit" /> </form> This form will POST the info to the same page. So here's the code that will process the POST'ed info: <?php require("functions.php"); if( isset($_POST['submit']) ) { $errors = fn_register(); if( count($errors) ) { //Show error messages } else { //Send welcome mail to the user or do database stuff... } } ?> <?php //functions.php page: function sql_quote( $value ) { if( get_magic_quotes_gpc() ) { $value = stripslashes( $value ); } else { $value = addslashes( $value ); } if( function_exists( "mysql_real_escape_string" ) ) { $value = mysql_real_escape_string( $value ); } return $value; } function clean($str) { $str = strip_tags($str, '<br>,<br />'); $str = trim($str); $str = sql_quote($str); return $str; } foreach ($_POST as &$value) { if (!is_array($value)) { $value = clean($value); } else { clean($value); } } foreach ($_GET as &$value) { if (!is_array($value)) { $value = clean($value); } else { clean($value); } } function validate_name( $fld, $min, $max, $rule, $label ) { if( $rule == 'required' ) { if ( trim($fld) == '' ) { $str = "$label: Cannot be left blank."; return $str; } } if ( isset($fld) && trim($fld) != '' ) { if ( isset($fld) && $fld != '' && !preg_match("/^[a-zA-Z\ ]+$/", $fld)) { $str = "$label: Invalid characters used! Only Lowercase, Uppercase alphabets and Spaces are allowed"; } else if ( strlen($fld) < $min or strlen($fld) > $max ) { $curr_char = strlen($fld); $str = "$label: Must be atleast $min character &amp; less than $max char. Entered characters: $curr_char"; } else { $str = 0; } } else { $str = 0; } return $str; } function validate_email( $fld, $min, $max, $rule, $label ) { if( $rule == 'required' ) { if ( trim($fld) == '' ) { $str = "$label: Cannot be left blank."; return $str; } } if ( isset($fld) && trim($fld) != '' ) { if ( !eregi('^[a-zA-Z0-9._-]+@[a-zA-Z0-9._-]+\.([a-zA-Z]{2,4})$', $fld) ) { $str = "$label: Invalid format. Please check."; } else if ( strlen($fld) < $min or strlen($fld) > $max ) { $curr_char = strlen($fld); $str = "$label: Must be atleast $min character &amp; less than $max char. Entered characters: $curr_char"; } else { $str = 0; } } else { $str = 0; } return $str; } function val_rules( $str, $val_type, $rule='required' ){ switch ($val_type) { case 'name': $val = validate_name( $str, 3, 20, $rule, 'First Name'); break; case 'lname': $val = validate_name( $str, 10, 20, $rule, 'Last Name'); break; case 'email': $val = validate_email( $str, 10, 60, $rule, 'Email'); break; } return $val; } function fn_register() { $errors = array(); $val_name = val_rules( $_POST['name'], 'name' ); $val_lname = val_rules( $_POST['lname'], 'lname', 'optional' ); $val_email = val_rules( $_POST['email'], 'email' ); if ( $val_name != '0' ) { $errors['name'] = $val_name; } if ( $val_lname != '0' ) { $errors['lname'] = $val_lname; } if ( $val_email != '0' ) { $errors['email'] = $val_email; } return $errors; } //END of functions.php page ?> OK, now it might look like there's a lot, but lemme break it down target wise: 1. I wanted the foreach ($_POST as &$value) and foreach ($_GET as &$value) loops to loop through the received info from the user submission and strip/remove all malicious input. I am calling a function called clean on the input first to achieve the objective as stated above. This function will process each of the input, whether individual field values or even arrays and allow only tags and remove everything else. The rest of it is obvious. Once this happens, the new/cleaned values will be processed by the fn_register() function and based on the values returned after the validation, we get the corresponding errors or NULL values (as applicable). So here's my questions: 1. This pretty much makes me feel secure as I am forcing the user to correct malicious data and won't process the final data unless the errors are corrected. Am I correct? Does the method that I follow guarantee the speed (as I am using lots of functions and their corresponding calls)? The fields of a form differ and the minimum number of fields I may have at any given point of time in any form may be 3 and can go upto as high as 100 (or even more, I am not sure as the website is still being developed). Will having 100's of fields and their validation in the above way, reduce the speed of application (say upto half a million users are accessing the website at the same time?). What can I do to improve the speed and reduce function calls (if possible)? 3, Can I do something to improve the current ways of validation? I am holding off object oriented approach and using FILTERS in PHP for the later. So please, I request you all to suggest me way to improve/tweak the current ways and suggest me if the script is vulnerable or safe enough to be used in a Live production environment. If not, what I can do to be able to use it live? Thank you all in advance.

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  • Pygame Tile Based Character movement speed

    - by Ryan
    Thanks for taking the time to read this. Right now I'm making a really basic tile based game. The map is a large amount of 16x16 tiles, and the character image is 16x16 as well. My character has its own class that is an extension of the sprite class, and the x and y position is saved in terms of the tile position. To note I am fairly new to pygame. My question is, I am planning to have character movement restricted to one tile at a time, and I'm not sure how to make it so that, even if the player hits the directional key dozens of time quickly, (WASD or arrow keys) it will only move from tile to tile at a certain speed. How could I implement this generally with pygame? (Similar to game movement of like Pokemon or NexusTk). Edit: I should probably note that I want it so that the player can only end a movement in a tile. He couldn't stop moving halfway inbetween a tile for example. Thanks for your time! Ryan

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  • How to See Your Current Wi-Fi Connection Speed in Mac OS X

    - by The Geek
    Ever since I’ve been using my new MacBook Air, I’ve been befuddled by how to do some of the simplest tasks in Mac OS X that I would normally do from my Windows laptop—like show the connection speed for the current Wi-Fi network. So am I using Wireless-N or not? Normally, on my Windows 7 laptop, all I’d have to do is hover over the icon, or pop up the list—you can even go into the network details and see just about every piece of data about the network, all from the system tray. Here’s how to see your current connection information on your Mac Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation Winter Theme for Windows 7 from Microsoft Score Free In-Flight Wi-Fi Courtesy of Google Chrome Peaceful Winter Road at Sunset Wallpaper Everything You Ever Wanted to Know About Why Pac-Man’s Ghosts Move the Way They Do

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  • How to diagnose network speed drops

    - by Luis Alvarado
    Here is the image of System Monitor first: The graph shows the cycle the connection goes through. After 10 to 15 seconds it drops to 0 KB/S, then goes up to the Max speed (120 KB/S) then it repeats. dmesg shows the following during that time: [ 6066.757211] wlan0: send auth to 00:26:5a:b5:05:7b (try 1/3) [ 6066.804405] wlan0: authenticated [ 6066.804578] rt2800pci 0000:02:01.0 wlan0: disabling HT/VHT due to WEP/TKIP use [ 6066.805016] wlan0: associate with 00:26:5a:b5:05:7b (try 1/3) [ 6066.809218] wlan0: RX AssocResp from 00:26:5a:b5:05:7b (capab=0x431 status=0 aid=1) [ 6066.809581] wlan0: associated [ 6066.810203] bridge-eth0: disabling the bridge on dev down [ 6066.810239] bridge-eth0: down [ 6066.810254] bridge-eth0: detached [ 6066.810309] /dev/vmnet: open called by PID 1679 (vmnet-bridge) [ 6066.810322] /dev/vmnet: hub 0 does not exist, allocating memory. [ 6066.810355] /dev/vmnet: port on hub 0 successfully opened [ 6066.810366] bridge-wlan0: device is wireless, enabling SMAC [ 6066.810369] bridge-wlan0: up [ 6066.810372] bridge-wlan0: attached [ 6067.010285] userif-2: sent link down event. [ 6067.010290] userif-2: sent link up event. This also repeats with Wired or Wireless connections. How can I diagnose this changes in the network efficiently.

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  • Find meeting point of 2 objects in 2D, knowing (constant) speed and slope

    - by Axonn
    I have a gun which fires a projectile which has to hit an enemy. The problem is that the gun has to be automatic, i.e. - choose the angle in which it has to shoot so that the projectile hits the enemy dead in the center. It's been a looooong time since school, and my physics skills are a bit rusty, but they're there. I've been thinking to somehow apply the v = d/t formula to find the time needed for the projectile or enemy to reach a certain point. But the problem is that I can't find the common point for both the projectile and enemy. Yes, I can find a certain point for the projectile, and another for the enemy, but I would need lots of tries to find where the point coincides, which is stupid. There has to be a way to link them together but I can't figure it out. I prepared some drawings and samples: A simple version of my Flash game, dumbed down to the basics, just some shapes: http://axonnsd.org/W/P001/MathSandBox.swf - click the mouse anywhere to fire a projectile. Or, here is an image which describes my problem: So... who has any ideas about how to find x3/y3 - thus leading me to find the angle in which the weapon has to tilt in order to fire a projectile to meet the enemy? EDIT I think it would be clearer if I also mention that I know: the speed of both Enemy and Projectile and the Enemy travels on a straight vertical line.

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  • Financial institutions build predictive models using Oracle R Enterprise to speed model deployment

    - by Mark Hornick
    See the Oracle press release, Financial Institutions Leverage Metadata Driven Modeling Capability Built on the Oracle R Enterprise Platform to Accelerate Model Deployment and Streamline Governance for a description where a "unified environment for analytics data management and model lifecycle management brings the power and flexibility of the open source R statistical platform, delivered via the in-database Oracle R Enterprise engine to support open standards compliance." Through its integration with Oracle R Enterprise, Oracle Financial Services Analytical Applications provides "productivity, management, and governance benefits to financial institutions, including the ability to: Centrally manage and control models in a single, enterprise model repository, allowing for consistent management and application of security and IT governance policies across enterprise assets Reuse models and rapidly integrate with applications by exposing models as services Accelerate development with seeded models and common modeling and statistical techniques available out-of-the-box Cut risk and speed model deployment by testing and tuning models with production data while working within a safe sandbox Support compliance with regulatory requirements by carrying out comprehensive stress testing, which captures the effects of adverse risk events that are not estimated by standard statistical and business models. This approach supplements the modeling process and supports compliance with the Pillar I and the Internal Capital Adequacy Assessment Process stress testing requirements of the Basel II Accord Improve performance by deploying and running models co-resident with data. Oracle R Enterprise engines run in database, virtually eliminating the need to move data to and from client machines, thereby reducing latency and improving security"

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  • Speed up ADF Mobile Deployment to Android with Keystore

    - by Shay Shmeltzer
    As you might have noticed from my latest ADF Mobile entries, I'm doing most of my ADF Mobile development on a windows machine and testing on an Android device. Unfortunately the Android/windows experience is not as fast as the iOS/Mac one. However, there is one thing I learned today that can make this a bit less painful in terms of the speed to deploy and test your application - and this is to use the "Release" mode when deploying your application instead of the "Debug" mode. To do this you'll first need to define a keystore, but as Joe from our Mobile team showed me today, this is quite easy. Here are the steps: Open a command line in your JDK bin directory (I just used the JDK that comes with the JDeveloper install). Issue the following command: keytool –genkey –v –keystore <Keystore Name>.keystore –alias <Alias Name> -keyalg RSA –keysize 2048 –validity 10000 Both keystore name and alias names are strings that you decide on. The keytool utility will then prompt you with various questions that you'll need to answer. Once this is done, the next step is to configure your JDeveloper preferences->ADF Mobile to add this keystore there under the release tab:  Then for your application specific deployment profile - switch the build mode from debug to release. The end result is a much smaller mobile application (for example from 60 to 21mb) and a much faster deployment cycle (for me it is about twice as fast as before).

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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  • Php profiling on production server or other options

    - by absentx
    Alright I need some help here. I am commonly asked to speed up certain sections of some websites that I program for. I have yet to be able to figure out how to use a good php diagnosis/profiling tool. Some things to consider: The sites I am working on are already built, getting a testing server set up locally is just a huge pain..I have to rewrite include paths and just so many things. This is a results oriented deal and spending days to get a site fully working on a testing platform so I can debug one page probably isn't an option. I can write tons of php, but I have no clue how to interact or mess with servers. So every tutorial I read about setting up xdebug or xhprof all seem to involve getting something installed on a production server that I don't have access to or have no clue how to work with. So are there any solutions out there that will show me where my php is slow without having to do all sorts of server stuff that I just don't know how to do? Xhprof seems to be the closest to useable for me but from what I can tell it still has to be installed on a server. If anyone can just point me in the right direction on this I would be very grateful. Maybe getting these things put on the server isn't a big deal...but I have never interacted with server command lines or anything like that. I suppose I should start sometime but I really have no idea where to start. Plus I realize that profiling on a live platform is not the greatest idea either but I feel I am in a tough spot. I have speed issues to solve and setting up a local environment while a great idea, just doesn't seem real practical at the moment.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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