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  • Hibernate limitations on using variables in queries

    - by sammichy
    I had asked the following question I have the following table structure for a table Player Table Player { Long playerID; Long points; Long rank; } Assuming that the playerID and the points have valid values, can I update the rank for all the players based on the number of points in a single query? If two people have the same number of points, they should tie for the rank. And received the answer from Daniel Vassalo (thank you). UPDATE player JOIN (SELECT p.playerID, IF(@lastPoint <> p.points, @curRank := @curRank + 1, @curRank) AS rank, IF(@lastPoint = p.points, @curRank := @curRank + 1, @curRank), @lastPoint := p.points FROM player p JOIN (SELECT @curRank := 0, @lastPoint := 0) r ORDER BY p.points DESC ) ranks ON (ranks.playerID = player.playerID) SET player.rank = ranks.rank; When I try to execute this as a native query in Hibernate, the following exception is thrown. java.lang.IllegalArgumentException: org.hibernate.QueryException: Space is not allowed after parameter prefix ':' Apparently this has been an open issue for the last couple of years, I want to know if the ranking query can be made to work either Without using any variables in the SQL query OR Using any workaround for Hibernate.

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  • SimpleXML - "Node no longer exists"

    - by SubZane
    Hi I'm trying to get the video data from this youtube playlist feed and add the interesting data to an array and use that later, but as you can see from the feed some videolinks are "dead" and that results in problems for my code. The error I get is "Node no longer exists" when I try to access $attrs['url']. I've tried for hours to find a way to check if the node exists before I access it but I have no luck. If anyone could help me to either parse the feed some other way with the same result or create a if-node-exists check that works I would be most happy. Thank you in advance $url = 'http://gdata.youtube.com/feeds/api/playlists/18A7E36C33EF4B5D?v=2'; $sxml = simplexml_load_file($url); $i = 0; $videoobj; foreach ($sxml->entry as $entry) { // get nodes in media: namespace for media information $media = $entry->children('http://search.yahoo.com/mrss/'); // get video player URL $attrs = $media->group->player->attributes(); $videoobj[$i]['url'] = $attrs['url']; // get video thumbnail $attrs = $media->group->thumbnail[0]->attributes(); $videoobj[$i]['thumb'] = $attrs['url']; $videoobj[$i]['title'] = $media->group->title; $i++; }

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  • Error when creating JFrame from JFrame

    - by Aly
    Hi, I have an application that is works fine and the JFrame for it is launched in the constructor of a GameInitializer class which takes in some config parameters. I have tried to create a GUI in which allows the user to specify these config parameters and then click submit. When the user clicks submit a new GameInitializer object is created. The error I am getting is: Exception in thread "AWT-EventQueue-0" java.lang.Error: Cannot call invokeAndWait from the event dispatcher thread at java.awt.EventQueue.invokeAndWait(Unknown Source) at javax.swing.SwingUtilities.invokeAndWait(Unknown Source) at game.player.humanplayer.view.HumanView.update(HumanView.java:43) once submit is called this code is executed: values assigned to parames... new GameInitializer(userName, player, Constants.BLIND_STRUCTURE_FILES.get(blindStructure), handState); Then code in the GameInitializer constructor is: public GameInitializer(String playerName, AbstractPlayer opponent, String blindStructureConfig, AbstractHandState handState){ beginGame(playerName, opponent, blindStructureConfig, handState); } public static void beginGame(String playerName, AbstractPlayer opponent, String blindStructureConfig, AbstractHandState handState){ AbstractDealer dealer; BlindStructure.initialize(blindStructureConfig); AbstractPlayer humanPlayer = new HumanPlayer(playerName, handState); AbstractPlayer[] players = new AbstractPlayer[2]; players[0] = humanPlayer; players[1] = opponent; handState.setTableLayout(players); for(AbstractPlayer player : players){ player.initialize(); } dealer = new Dealer(players, handState); dealer.beginGame(); } It basically cascades down and eventually calls this piece of code in the HumanView class: public void update(final Event event, final ReadableHandState handState, final AbstractPlayer player) { try { SwingUtilities.invokeAndWait(new Runnable() { public void run() { gamePanel.update(event, handState, player); validate(); } }); } catch (InterruptedException e) { e.printStackTrace(); } catch (InvocationTargetException e) { e.printStackTrace(); } if(event.equals(Event.HAND_ENDING)){ try { if(handState.wonByShowdown() || handState.isSplitPot()){ Thread.sleep(3500); } else{ Thread.sleep(1000); } } catch (InterruptedException e) { e.printStackTrace(); } } } Do you have any idea why?

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  • Sum of XML duration elements in SQL2008

    - by Matt
    I have a XML column that holds information about my games. Here's a sample of the information looks like. <game xmlns="http://my.name.space" > <move> <player>PlayerA</player> <start movetype="Move">EE5</start> <end movetype="Move">DF6</end> <movetime>PT1S</movetime> </move> <move> <player>PlayerB</player> <start movetype="Move">CG7</start> <end movetype="Move">DE6</end> <movetime>PT3S</movetime> </move> <move> <player>PlayerA</player> <start movetype="Move">FD3</start> <end movetype="Move">EG8</end> <movetime>PT4S</movetime> </move> </game> I'm trying to design an XML query to take the sum of my movetime element. Basically I need the sum of each players move time. So using the above sample, PlayerA would have a total move time of 5 seconds and PlayerB would have a total move time of 3 seconds. Here's the XML query that I've been currently been working with SELECT GameHistory.query('declare default element namespace "http://my.name.space"; data(/game/move/movetime)') AS Value FROM GamesWHERE Id=560 I'm a newbie to XSLT / XPATH functions :P

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  • windows kernel mode IOCTL returns random results

    - by clyfe
    I use the following code to fetch PSTORAGE_HOTPLUG_INFO capabilities from disks via IOCTL in a minifilter driver, but the returning hotplugInfo structure has all the fields set to random nonzero values on subsequent executions. What am I doing wrong? RESULT: 00000014 0.00046322 IOCTL Volume Media Removable, 64 00000015 0.00046451 IOCTL Volume Media Hotplug 154 00000016 0.00046562 IOCTL Volume Device Hotplug 244 00000054 1020.44311523 IOCTL Volume Media Removable, 240 00000055 1020.44311523 IOCTL Volume Media Hotplug 102 00000056 1020.44311523 IOCTL Volume Device Hotplug 244 Sample code: //int SomeFunction(PFLT_VOLUME pFLTVolume) STORAGE_HOTPLUG_INFO storageHotplugInfo; KEVENT event; IO_STATUS_BLOCK ioStatus; PIRP pirp; PDEVICE_OBJECT deviceObject; PSTORAGE_HOTPLUG_INFO hotplugInfo; ASSERT(KeGetCurrentIrql() <= DISPATCH_LEVEL); status = FltGetDiskDeviceObject(pFLTVolume, &deviceObject); if(!NT_SUCCESS(status)){ DbgPrint("No Device for Volume\n"); return 0; } KeInitializeEvent(&event, NotificationEvent, FALSE); ASSERT(KeGetCurrentIrql() <= APC_LEVEL); pirp = IoBuildDeviceIoControlRequest( IOCTL_STORAGE_GET_HOTPLUG_INFO, deviceObject, NULL, 0, &storageHotplugInfo, sizeof(STORAGE_HOTPLUG_INFO), FALSE, &event, &ioStatus ); if(!pirp){ return 0; } ASSERT(KeGetCurrentIrql() <= DISPATCH_LEVEL); status = IoCallDriver(deviceObject, pirp); if (status == STATUS_PENDING) { status = KeWaitForSingleObject( &event, Executive, KernelMode, FALSE, NULL); } else { ioStatus.Status = status; } status = ioStatus.Status; hotplugInfo = (PSTORAGE_HOTPLUG_INFO) &pirp->AssociatedIrp.SystemBuffer; if(hotplugInfo->MediaRemovable){ DbgPrint("IOCTL Volume Media Removable, %d\n", hotplugInfo->MediaRemovable); } if(hotplugInfo->MediaHotplug){ DbgPrint("IOCTL Volume Media Hotplug %d\n", hotplugInfo->MediaHotplug); } if(hotplugInfo->DeviceHotplug){ DbgPrint("IOCTL Volume Device Hotplug %d\n", hotplugInfo->DeviceHotplug); } ObDereferenceObject(deviceObject);

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  • Why does this Object wonk out & get deleted ?

    - by brainydexter
    Stepping through the debugger, the BBox object is okay at the entry of the function, but as soon as it enters the function, the vfptr object points to 0xccccc. I don't get it. What is causing this ? Why is there a virtual table reference in there when the object is not derived from other class. (Though, it resides in GameObject from which my Player class inherits and I retrieve the BBox from within player. But, why does the BBox have the reference ? Shouldn't it be player who should be maintained in that reference ?) For 1; some code for reference: A. I retrieve the bounding box from player. This returns a bounding box as expected. I then send its address to GetGridCells. const BoundingBox& l_Bbox = l_pPlayer-GetBoundingBox(); boost::unordered_set < Cell*, CellPHash & l_GridCells = GetGridCells ( &l_Bbox ); B. This is where a_pBoundingBox goes crazy and gets that garbage value. boost::unordered_set< Cell*, CellPHash CollisionMgr::GetGridCells(const BoundingBox *a_pBoundingBox) { I think the following code is also pertinent, so I'm sticking this in here anyways: const BoundingBox& Player::GetBoundingBox(void) { return BoundingBox( &GetBoundingSphere() ); } const BoundingSphere& Player::GetBoundingSphere(void) { BoundingSphere& l_BSphere = m_pGeomMesh-m_BoundingSphere; l_BSphere.m_Center = GetPosition(); return l_BSphere; } // BoundingBox Constructor BoundingBox(const BoundingSphere* a_pBoundingSphere); Can anyone please give me some idea as to why this is happening? Also, if you want me to post more code, please do let me know. Thanks!

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  • Javascript with Django?

    - by Rosarch
    I know this has been asked before, but I'm having a hard time setting up JS on my Django web app, even though I'm reading the documentation. I'm running the Django dev server. My file structure looks like this: mysite/ __init__.py MySiteDB manage.py settings.py urls.py myapp/ __init__.py admin.py models.py test.py views.py templates/ index.html Where do I want to put the Javascript and CSS? I've tried it in a bunch of places, including myapp/, templates/ and mysite/, but none seem to work. From index.html: <head> <title>Degree Planner</title> <script type="text/javascript" src="/scripts/JQuery.js"></script> <script type="text/javascript" src="/media/scripts/sprintf.js"></script> <script type="text/javascript" src="/media/scripts/clientside.js"></script> </head> From urls.py: (r'^admin/', include(admin.site.urls)), (r'^media/(?P<path>.*)$', 'django.views.static.serve', {'document_root': 'media'}) (r'^.*', 'mysite.myapp.views.index'), I suspect that the serve() line is the cause of errors like: TypeError at /admin/auth/ 'tuple' object is not callable Just to round off the rampant flailing, I changed these settings in settings.py: MEDIA_ROOT = '/media/' MEDIA_URL = 'http://127.0.0.1:8000/media'

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  • Calling a subclass method from a superclass

    - by Shaun
    Preface: This is in the context of a Rails application. The question, however, is specific to Ruby. Let's say I have a Media object. class Media < ActiveRecord::Base end I've extended it in a few subclasses: class Image < Media def show # logic end end class Video < Media def show # logic end end From within the Media class, I want to call the implementation of show from the proper subclass. So, from Media, if self is a Video, then it would call Video's show method. If self is instead an Image, it would call Image's show method. Coming from a Java background, the first thing that popped into my head was 'create an abstract method in the superclass'. However, I've read in several places (including Stack Overflow) that abstract methods aren't the best way to deal with this in Ruby. With that in mind, I started researching typecasting and discovered that this is also a relic of Java thinking that I need to banish from my mind when dealing with Ruby. Defeated, I started coding something that looked like this: def superclass_method # logic this_media = self.type.constantize.find(self.id) this_media.show end I've been coding in Ruby/Rails for a while now, but since this was my first time trying out this behavior and existing resources didn't answer my question directly, I wanted to get feedback from more-seasoned developers on how to accomplish my task. So, how can I call a subclass's implementation of a method from the superclass in Rails? Is there a better way than what I ended up (almost) implementing?

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  • OSMF seek with Amazon Cloudfront

    - by giorrrgio
    I've written a little OSMF player that streams via RTMP from Amazon Cloudfront. There's a known issue, the mp3 duration is not correctly readed from metadata and thus the seek function is not working. I know there's a workaround implying the use of getStreamLength function of NetConnection, which I successfully implemented in a previous non-OSMF player, but now I don't know how and when to call it, in terms of OSMF Events and Traits. This code is not working: protected function initApp():void { //the pointer to the media var resource:URLResource = new URLResource( STREAMING_PATH ); // Create a mediafactory instance mediaFactory = new DefaultMediaFactory(); //creates and sets the MediaElement (generic) with a resource and path element = mediaFactory.createMediaElement( resource ); var loadTrait:NetStreamLoadTrait = element.getTrait(MediaTraitType.LOAD) as NetStreamLoadTrait; loadTrait.addEventListener(LoaderEvent.LOAD_STATE_CHANGE, _onLoaded); player = new MediaPlayer( element ); //Marker 5: Add MediaPlayer listeners for media size and current time change player.addEventListener( DisplayObjectEvent.MEDIA_SIZE_CHANGE, _onSizeChange ); player.addEventListener( TimeEvent.CURRENT_TIME_CHANGE, _onProgress ); initControlBar(); } private function onGetStreamLength(result:Object):void { Alert.show("The stream length is " + result + " seconds"); duration = Number(result); } private function _onLoaded(e:LoaderEvent):void { if (e.newState == LoadState.READY) { var loadTrait:NetStreamLoadTrait = player.media.getTrait(MediaTraitType.LOAD) as NetStreamLoadTrait; if (loadTrait && loadTrait.netStream) { var responder:Responder = new Responder(onGetStreamLength); loadTrait.connection.call("getStreamLength", responder, STREAMING_PATH); } } }

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  • Efficient mapping of game entity positions in Java

    - by byte
    In Java (Swing), say I've got a 2D game where I have various types of entities on the screen, such as a player, bad guys, powerups, etc. When the player moves across the screen, in order to do efficient checking of what is in the immediate vicinity of the player, I would think I'd want indexed access to the things that are near the character based on their position. For example, if player 'P' steps onto element 'E' in the following example... | | | | | | | | | |P| | | | |E| | | | | | | | | ... would be to do something like: if(player.getPosition().x == entity.getPosition().x && entity.getPosition.y == thing.getPosition().y) { //do something } And thats fine, but that implies that the entities hold their positions, and therefor if I had MANY entities on the screen I would have to loop through all possible entities available and check each ones position against the player position. This seems really inefficient especially if you start getting tons of entities. So, I would suspect I'd want some sort of map like Map<Point, Entity> map = new HashMap<Point, Entity>(); And store my point information there, so that I could access these entities in constant time. The only problem with that approach is that, if I want to move an entity to a different point on the screen, I'd have to search through the values of the HashMap for the entity I want to move (inefficient since I dont know its Point position ahead of time), and then once I've found it remove it from the HashMap, and re-insert it with the new position information. Any suggestions or advice on what sort of data structure / storage format I ought to be using here in order to have efficient access to Entities based on their position, as well as Position's based on the Entity?

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  • Problem with inherited classes in C#

    - by Unniloct
    I have a class called "Entity," with two child classes: "Creature" and "Item." (I'm making a game.) Creature has two functions called "Attack," one for attacking Creatures, and one for attacking Items. So far, everything works well. Now I'm working on the shooting bit, so I have a function called SelectTarget(). It takes all of the Entities (both Creatures and Items) in the player's view that the player can shoot and lets the player choose one. So here lies the problem: SelectTarget() returns an Entity, but I need some code to figure out whether that Entity is a Creature or an Item, and process it appropriately. Since this question looks kind of empty without any code, and I'm not 100% sure my explanation is good enough, here's where I'm at: if (Input.Check(Key.Fire)) { Entity target = Game.State.SelectTarget.Run(); this.Draw(); if (target != null) { //Player.Attack(target); // This won't work, because I have: // Player.Attack((Creature)Target) // Player.Attack((Item)Target) // but nothing for Entity, the parent class to Creature and Item. return true; } } (If the way the game is laid out seems weird, it's a roguelike.)

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  • Effectively implementing a game view using java

    - by kdavis8
    I am writing a 2d game in java. The game mechanics are similar to the Pokémon game boy advance series e.g. fire red, ruby, diamond and so on. I need a way to draw a huge map maybe 5000 by 5000 pixels and then load individual in game sprites to across the entirety of the map, like rendering a scene. Game sprites would be things like terrain objects, trees, rocks, bushes, also houses, castles, NPC's and so on. But i also need to implement some kind of camera view class that focuses on the player. the camera view class needs to follow the characters movements throughout the game map but it also needs to clip the rest of the map away from the user's field of view, so that the user can only see the arbitrary proximity adjacent to the player's sprite. The proximity's range could be something like 500 pixels in every direction around the player’s sprite. On top of this, i need to implement an independent resolution for the game world so that the game view will be uniform on all screen sizes and screen resolutions. I know that this does sound like a handful and may fall under the category of multiple questions, but the questions are all related and any advice would be very much appreciated. I don’t need a full source code listing but maybe some pointers to effective java API classes that could make doing what i need to do a lot simpler. Also any algorithmic/ design advice would greatly benefit me as well. example of what i am trying to do in source code form below package myPackage; /** * The Purpose of GameView is to: Render a scene using Scene class, Create a * clipping pane using CameraView class, and finally instantiate a coordinate * grid using Path class. * * Once all of these things have been done, GameView class should then be * instantiated and used jointly with its helper classes. CameraView should be * used as the main drawing image. CameraView is the the window to the game * world.Scene passes data constantly to CameraView so that the entire map flows * smoothly. Path uses the x and y coordinates from camera view to construct * cells for path finding algorithms. */ public class GameView { // Scene is a helper class to game view. it renders the entire map to memory // for the camera view. Scene scene; // Camera View is a helper class to game view. It clips the Scene into a // small image that follows the players coordinates. CameraView Camera; // Path is a helper class to game view. It observes and calculates the // coordinates of camera view and divides them into Grids/Cells for Path // finding. Path path; // this represents the player and has a getSprite() method that will return // the current frame column row combination of the passed sprite sheet. Sprite player; }

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  • How to delete/edit files from readonly filesystem

    - by Santosh Linkha
    I am having problem with my memory device (actually a memory card that act external memory device like pendrive). experimentx@workmateX:/var/www/zendtest$ sudo rm /media/A88F-8788/python-2.7.1-docs-html.zip rm: cannot remove `/media/A88F-8788/python-2.7.1-docs-html.zip': Read-only file system I tried to change the file permission of the system but that doesn't work experimentx@workmateX:/var/www/zendtest$ sudo chmod 0777 /media/A88F-8788/python-2.7.1-docs-html.zip chmod: changing permissions of `/media/A88F-8788/python-2.7.1-docs-html.zip': Read-only file system But it perfectly works on windows. UPDATE On opening the drive and running command sudo mount -o remount,rw /media/A88F-8788 /var/log/syslog: Mar 23 15:29:48 workmateX kernel: [18042.257407] fat_get_cluster: 11 callbacks suppressed Mar 23 15:29:48 workmateX kernel: [18042.257414] FAT: Filesystem error (dev sdb1) Mar 23 15:29:48 workmateX kernel: [18042.257418] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:29:48 workmateX kernel: [18042.257425] FAT: Filesystem has been set read-only Mar 23 15:29:48 workmateX kernel: [18042.258187] FAT: Filesystem error (dev sdb1) Mar 23 15:29:48 workmateX kernel: [18042.258194] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.333787] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.333795] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.335949] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.335957] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.354903] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.354911] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.357213] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.357221] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.359547] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.359555] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.361929] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.361936] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.377416] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.377424] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.379384] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.379392] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.381898] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.381906] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:35 workmateX kernel: [18149.383764] FAT: Filesystem error (dev sdb1) Mar 23 15:31:35 workmateX kernel: [18149.383772] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.569747] fat_get_cluster: 11 callbacks suppressed Mar 23 15:31:40 workmateX kernel: [18154.569754] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.569758] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.569765] FAT: Filesystem has been set read-only Mar 23 15:31:40 workmateX kernel: [18154.572022] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.572029] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.582933] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.582941] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.585921] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.585929] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.587819] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.587827] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.597547] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.597555] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.599503] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.599511] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.602896] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.602905] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.615338] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.615346] fat_get_cluster: invalid cluster chain (i_pos 0) Mar 23 15:31:40 workmateX kernel: [18154.618574] FAT: Filesystem error (dev sdb1) Mar 23 15:31:40 workmateX kernel: [18154.618581] fat_get_cluster: invalid cluster chain (i_pos 0) var/log/message: Mar 23 15:29:48 workmateX kernel: [18042.257407] fat_get_cluster: 11 callbacks suppressed Mar 23 15:31:40 workmateX kernel: [18154.569747] fat_get_cluster: 11 callbacks suppressed

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  • Changing the default installation path to a newly installed hard disk

    - by mgj
    Hi, I am currently working on a dual-booted PC. I am using Windows XP and Ubuntu 10.04 Lucid Lynx released in April 2010. The allocated partition to Ubuntu that I am making use of has almost exhausted. Current memory allocations on the PC wrt Ubuntu OS looks like this: bodhgaya@pc146724-desktop:~$ df -h Filesystem Size Used Avail Use% Mounted on /dev/sda2 8.6G 8.0G 113M 99% / none 998M 268K 998M 1% /dev none 1002M 580K 1002M 1% /dev/shm none 1002M 100K 1002M 1% /var/run none 1002M 0 1002M 0% /var/lock none 1002M 0 1002M 0% /lib/init/rw /dev/sda1 25G 16G 9.8G 62% /media/C /dev/sdb1 37G 214M 35G 1% /media/ubuntulinuxstore bodhgaya@pc146724-desktop:~$ cd /tmp I am trying to mount a 40GB(/dev/sdb1 - given below) new hard disk along with my existing Ubuntu system to overcome with hard disk space related issues. I referred to the following tutorial to mount a new hard disk onto the system:- http://www.smorgasbord.net/how-to-in...untu-linux%20/ I was able to successfully mount this hard disk for Ubuntu 0S. I have this new hard disk setup in /media/ubuntulinuxstore directory. The current partition in my system looks like this: bodhgaya@pc146724-desktop:/media/ubuntulinuxstore$ sudo fdisk -l [sudo] password for bodhgaya: Disk /dev/sda: 40.0 GB, 40000000000 bytes 255 heads, 63 sectors/track, 4863 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x446eceb5 Device Boot Start End Blocks Id System /dev/sda1 * 2 3264 26210047+ 7 HPFS/NTFS /dev/sda2 3265 4385 9004432+ 83 Linux /dev/sda3 4386 4863 3839535 82 Linux swap / Solaris Disk /dev/sdb: 40.0 GB, 40000000000 bytes 255 heads, 63 sectors/track, 4863 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xfa8afa8a Device Boot Start End Blocks Id System /dev/sdb1 1 4862 39053983+ 7 HPFS/NTFS bodhgaya@pc146724-desktop:/media/ubuntulinuxstore$ Now, I have a concern wrt the "location" where the new softwares will be installed. Generally softwares are installed via the terminal and by default a fixed path is used to where the post installation set up files can be found (I am talking in context of the drive). This is like the typical case of Windows, where softwares by default are installed in the C: drive. These days people customize their installations to a drive which they find apt to serve their purpose (generally based on availability of hard disk space). I am trying to figure out how to customize the same for Ubuntu. As we all know the most softwares are installed via commands given from the Terminal. My road block is how do I redirect the default path set on the terminal where files get installed to this new hard disk. This if done will help me overcome space constraints I am currently facing wrt the partition on which my Ubuntu is initially installed. I would also by this, save time on not formatting my system and reinstalling Ubuntu and other softwares all over again. Please help me with this, your suggestions are much appreciated.

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  • Can a Printer Print White?

    - by Jason Fitzpatrick
    The vast majority of the time we all print on white media: white paper, white cardstock, and other neutral white surfaces. But what about printing white? Can modern printers print white and if not, why not? Read on as we explore color theory, printer design choices, and why white is the foundation of the printing process. Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-driven grouping of Q&A web sites. Image by Coiote O.; available as wallpaper here. The Question SuperUser reader Curious_Kid is well, curious, about printers. He writes: I was reading about different color models, when this question hit my mind. Can the CMYK color model generate white color? Printers use CMYK color mode. What will happen if I try to print a white colored image (rabbit) on a black paper with my printer? Will I get any image on the paper? Does the CMYK color model have room for white? The Answer SuperUser contributor Darth Android offers some insight into the CMYK process: You will not get anything on the paper with a basic CMYK inkjet or laser printer. The CMYK color mixing is subtractive, meaning that it requires the base that is being colored to have all colors (i.e., White) So that it can create color variation through subtraction: White - Cyan - Yellow = Green White - Yellow - Magenta = Red White - Cyan - Magenta = Blue White is represented as 0 cyan, 0 yellow, 0 magenta, and 0 black – effectively, 0 ink for a printer that simply has those four cartridges. This works great when you have white media, as “printing no ink” simply leaves the white exposed, but as you can imagine, this doesn’t work for non-white media. If you don’t have a base color to subtract from (i.e., Black), then it doesn’t matter what you subtract from it, you still have the color Black. [But], as others are pointing out, there are special printers which can operate in the CMYW color space, or otherwise have a white ink or toner. These can be used to print light colors on top of dark or otherwise non-white media. You might also find my answer to a different question about color spaces helpful or informative. Given that the majority of printer media in the world is white and printing pure white on non-white colors is a specialty process, it’s no surprise that home and (most) commercial printers alike have no provision for it. Have something to add to the explanation? Sound off in the the comments. Want to read more answers from other tech-savvy Stack Exchange users? Check out the full discussion thread here.     

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  • Java Slick2d Animation not working

    - by user3558075
    Hello everyone I am trying to make a simple 2d game using java and the slick2d library. this is my first time doing it and i need some help. right now I am trying to make the Animations for the character, so that when you go right he turns right and when you go left he turns left... but I keep getting an error when im drawing the character, ive try'd re-downloading slick but that didnt work. when i get rid of the player.draw(x,y); line of code it dosen't crash but the character isnt there. heres my code, can anyone help? package enteties; import input.Keyinput; import org.newdawn.slick.Animation; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import playerinfo.Playerinfo; public class Player extends BasicGameState{ Playerinfo pi = new Playerinfo(); Keyinput ki = new Keyinput(); Animation player,up,down,left,right; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] goingUp = {new Image("res/buckysBack.png") , new Image("res/charBack.png")}; Image[] goingDown = {new Image("res/buckysFront.png") , new Image("res/charFront.png")}; Image[] goingLeft = {new Image("res/buckysLeft.png") , new Image("res/charLeft.png")}; Image[] goingRight = {new Image("res/buckysRight.png") , new Image("res/charRight.png")}; int[] duration = {200,200}; Animation up = new Animation(goingUp,duration,false); Animation down = new Animation(goingDown,duration,false); Animation left = new Animation(goingLeft,duration,false); Animation right = new Animation(goingRight,duration,false); player = up; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { //error happens here, when i remove this line it dosent crash player.draw(720,450); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } public int getID() { return 0; } }

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  • What are the default mount settings for mount / fstab?

    - by John Craick
    What are the default mounting options for a non root partition ? The man entry for mount says ... defaults - use default options: rw, suid, dev, exec, auto, nouser, and async. ... so that might be what we expect to see. But, unless I'm missing something, that's not what happens. I have an ext3 partition labelled "NewHome20G" which is seen as /dev/sdc6 by the system. This we can see from ... root@john-pc1204:~# blkid | grep NewHome20G /dev/sdc6: LABEL="NewHome20G" UUID="d024bad5-906c-46c0-b7d4-812daf2c9628" TYPE="ext3" I have an entry in fstab as follows ... root@john-pc1204:~# cat /etc/fstab | grep NewHome LABEL=NewHome20G /media/NewHome20G ext3 rw,nosuid,nodev,exec,users 0 2 Note the option settings that are specified in that fstab line. Now I look at how the partition is actually mounted after boot up ... root@john-pc1204:~# mount -l | grep sdc6 /dev/sdc6 on /media/NewHome20G type ext3 (rw,noexec,nosuid,nodev) [NewHome20G] ... so, when the filesystem gets mounted the exec & users options I specified seem to have been ignored. Just to be sure, I unmount sdc6, remount it and look at the mount options again ... root@john-pc1204:~# umount /dev/sdc6 root@john-pc1204:~# mount /dev/sdc6 root@john-pc1204:~# mount -l | grep sdc6 /dev/sdc6 on /media/NewHome20G type ext3 (rw,noexec,nosuid,nodev) [NewHome20G] .... same result Now I unmount the partition again, remount it specifying the exec option and look at the result ... root@john-pc1204:~# umount /dev/sdc6 root@john-pc1204:~# mount /dev/sdc6 -o exec root@john-pc1204:~# mount -l | grep sdc6 /dev/sdc6 on /media/NewHome20G type ext3 (rw,nosuid,nodev) [NewHome20G] ... and here the exec option has finally taken effect and the noexec setting has vanished. Just for interest, I re-mount the partition with the defaults option root@john-pc1204:~# umount /dev/sdc6 root@john-pc1204:~# mount /dev/sdc6 -o defaults root@john-pc1204:~# mount -l | grep sdc6 /dev/sdc6 on /media/NewHome20G type ext3 (rw,noexec,nosuid,nodev) [NewHome20G] The noexec is back, so it looks very like rw,noexec,nosuid,nodev are the default options which is NOT what man says. Why does this matter ? I have a folder full of useful scripts stored on a data disk. Because that disk is mounted noexec those scripts won't run, even though they have all been set with chmod 777. I can work round this in several ways but it's disappointing that the man entry seems to be wrong. Have I missed something obvious here or have the default options in Ubuntu changed from what they were a few versions ago ?

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  • Two interfaces with identical signatures

    - by corsiKa
    I am attempting to model a card game where cards have two important sets of features: The first is an effect. These are the changes to the game state that happen when you play the card. The interface for effect is as follows: boolean isPlayable(Player p, GameState gs); void play(Player p, GameState gs); And you could consider the card to be playable if and only if you can meet its cost and all its effects are playable. Like so: // in Card class boolean isPlayable(Player p, GameState gs) { if(p.resource < this.cost) return false; for(Effect e : this.effects) { if(!e.isPlayable(p,gs)) return false; } return true; } Okay, so far, pretty simple. The other set of features on the card are abilities. These abilities are changes to the game state that you can activate at-will. When coming up with the interface for these, I realized they needed a method for determining whether they can be activated or not, and a method for implementing the activation. It ends up being boolean isActivatable(Player p, GameState gs); void activate(Player p, GameState gs); And I realize that with the exception of calling it "activate" instead of "play", Ability and Effect have the exact same signature. Is it a bad thing to have multiple interfaces with an identical signature? Should I simply use one, and have two sets of the same interface? As so: Set<Effect> effects; Set<Effect> abilities; If so, what refactoring steps should I take down the road if they become non-identical (as more features are released), particularly if they're divergent (i.e. they both gain something the other shouldn't, as opposed to only one gaining and the other being a complete subset)? I'm particularly concerned that combining them will be non-sustainable as soon as something changes. The fine print: I recognize this question is spawned by game development, but I feel it's the sort of problem that could just as easily creep up in non-game development, particularly when trying to accommodate the business models of multiple clients in one application as happens with just about every project I've ever done with more than one business influence... Also, the snippets used are Java snippets, but this could just as easily apply to a multitude of object oriented languages.

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Object Oriented Design of a Small Java Game

    - by user2733436
    This is the problem i am dealing with. I have to make a simple game of NIM. I am learning java using a book so far i have only coded programs that deal with 2 classes. This program would have about 4 classes i guess including the main class. My problem is i am having a difficult time designing classes how they will interact with each other. I really want to think and use a object oriented approach. So the first thing i did was design the Pile CLASS as it seemed the easiest and made the most sense to me in terms of what methods go in it. Here is what i have got down for the Pile Class so far. package Nim; import java.util.Random; public class Pile { private int initialSize; public Pile(){ } Random rand = new Random(); public void setPile(){ initialSize = (rand.nextInt(100-10)+10); } public void reducePile(int x){ initialSize = initialSize - x; } public int getPile(){ return initialSize; } public boolean hasStick(){ if(initialSize>0){ return true; } else { return false; } } } Now i need help in designing the Player Class. By that i mean i am not asking for anyone to write code for me as that defeats the purpose of learning i was just wondering how would i design the player class and what would go on it. My guess is that the player class would contain method for choosing move for computer and also receiving the move human user makes. Lastly i am guessing in the Game class i am guessing the turns would be handeled. I am really lost right now so i was wondering if someone can help me think through this problem it would be great. Starting with the player class would be appreciated. I know there are some solutions for this problem online but i refuse to look at because i want to develop my own approach to such problems and i am confident if i can get through this problem i can solve other problems. I apologize if this question is a bit poor but in specific i need help in designing the Player class.

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  • Collision disturbing the jumping mechanic in java 2D game [on hold]

    - by user50931
    So I have been working on a 2D Java game recently and everything was going smoothly, until I reached a problem to do with the players jumping mechanic. So far I've got the player to jump a fixed rate and fall due to gravity. Hers my code for my Player class. public class Player extends GameObject { public Player(int x, int y, int width, int height, ObjectId id) { super(x, y, width, height, id); } @Override public void tick(ArrayList<GameObject> object) { if(go){ x+=vx; y+=vy; } if(vx <0){ facing =-1; }else if(vx >0) facing =1; checkCollision(object); checkStance(); } private void checkStance() { if(falling){ //gravity jumping = false; vy = speed/2; } if(jumping){ // Calculates how high jump should be vy = -speed*2; if(jumpY - y >= maxJumpHeight) falling =true; } } private void checkCollision(ArrayList<GameObject> object) { for(int i=0; i< object.size(); i++ ){ GameObject tempObject = object.get(i); if(tempObject.getId() == ObjectId.Ledge){ if(getBoundsTop().intersects(tempObject.getBoundsAll())){ //Top y = tempObject.getY() + tempObject.getBoundsAll().height; falling =true; } if(getBoundsRight().intersects(tempObject.getBoundsAll())){ // Right x = tempObject.getX() -width ; } if(getBoundsLeft().intersects(tempObject.getBoundsAll())){ //Left x = tempObject.getX() + tempObject.getWidth(); } if(getBoundsBottom().intersects(tempObject.getBoundsAll())){ //Bottom y = tempObject.getY() - height; falling =false; vy=0; }else{ falling =true; } } } } @Override public void render(Graphics g) { g.setColor(Color.BLACK); g.fillRect((int)x, (int)y, width, height); } @Override public Rectangle getBoundsAll() { return new Rectangle((int)x, (int)y,width,height); } public Rectangle getBoundsTop() { return new Rectangle((int) x , (int)y ,width,height/15); } public Rectangle getBoundsBottom() { return new Rectangle( (int)x , (int) y +height -(height /15),width,height/15); } public Rectangle getBoundsLeft() { return new Rectangle( (int) x , (int) y + height /10 ,width/8,height - (height /5)); } public Rectangle getBoundsRight() { return new Rectangle((int) x + width - (width/8) ,(int) y + height /10 ,width/8,height - height/5); } } My problem is when I add: else{ falling =true; } during the loop of the ArrayList to check collision, it stops the player from jumping and keeps him on the ground. I've tried to find a way around this but haven't had any luck. Any suggestions?

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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