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  • How to continuously scroll content within a DIV using jQuery?

    - by Camsoft
    Aim The aim is to a have a container DIV with a fixed height and width and have the HTML content within that DIV automatically scroll vertically continuously. Question Basically I've created the code below using jQuery to scroll (move) the child DIV vertically upwards until its outside the bounding parent box where the animation then completes which triggers an event handler which resets the position of the child DIV and starts the process again. This works fine, so the content scrolls up leaving a blank space and then starts from the bottom again and scrolls up. The problem I have is that the requirements for this is for the content to appear as if it was continuously repeating, see below diagram to better explain this, is there a way to do this? (I don't want to use 3rd party plug ins or libraries other than jQuery): What I have so far The HTML: <div id="scrollingContainer"> <div class="scroller"> <h1>This is a title</h1> <p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse at orci mi, id gravida tellus. Integer malesuada ante sit amet enim pulvinar congue. Donec pulvinar dolor et arcu posuere feugiat id et felis.</p> <p>More content....</p> </div> </div> The CSS: #scrollingContainer{ height: 300px; width: 300px; overflow: hidden; } #scrollingContainer DIV.scroller{ position: relative; } The JavaScript: /** * Scrolls the content DIV */ function scroll() { if($('DIV.scroller').height() > $('#scrollingContainer').height()) { var t = $('DIV.scroller').position().top + $('DIV.scroller').height(); /* Animate */ $('DIV.scroller').animate( { top: '-=' + t + 'px' } , 4000, 'linear', animationComplete); } } function animationComplete() { $(this).css('top', $('#scrollingContainer').height()); scroll(); }

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  • Atlas style map index for static google map

    - by Ben Holland
    Hello, I'm using a static google map, but really this problem could apply to any maps project. I want to divide a map into multiple quadrants (of say 50x50 pixels) and label the columns as A, B, C.... and the rows as 1, 2, 3... Next I plan to do something like, 1) Find the markers which are the farthest north, east, south, and west 2) Use that info to to define the bounding boxes of each row and column box 3) Classify each marker by its row and column (Example Marker 1 = [A,2]) A few requirements, I don't know the zoom level because I let Google set the zoom level appropriately for me and I would rather not use an algorithm that is dependent on a zoom level. I do however know the locations of all of the markers that are shown on the map. Here is an example of a map that I would like to classify the markers for, static map example link. I found these which look like a good start, Resource 1, Resource 2 But I think I'm still in need of some help getting started. Can anyone help write out some pseudo code or post a few more resources? I'm kind of in a rut at the moment. Thanks! Much appreciated of any help!

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  • How to Find Intersections with Ellipses in PGF/TikZ

    - by infblnpf
    Hello, I am trying to display a sphere in PGF/TikZ to illustrate the idea of great circles. The code for my current result is: \begin{tikzpicture} \tikzfading[name=fade right, left color=transparent!20, right color=transparent!90] \tikzfading[name=fade out, inner color=transparent!100, outer color=transparent!10] \tikzfading[name=fade right gc, left color=transparent!0, right color=transparent!70] \draw [<->, dashed] (0,-5) -- (0,5); % y-axis \draw [->, dashed] (0, 0) -- (20:5); % x-axis \draw [->, dashed] (0, 0) -- (200:5); % x-axis \draw [->, dashed] (0, 0) -- (340:5); % z-axis \draw [->, dashed] (0, 0) -- (160:5); % z-axis \fill [color=cyan, opacity=0.15, path fading=fade out] (0,0) circle (4cm); % bounding circle \fill [color=cyan, opacity=0.25, path fading=fade right, fading angle=90] (0,0) ellipse (4cm and 1cm); % x-y-axis area % great circle 1 \draw [rotate=-40, color=red, path fading=fade right gc, fading angle=40] (0,0) ellipse (4cm and 1cm); % great circle 2 \draw[rotate=5, color=red, path fading=fade right gc, fading angle=5] (0,0) ellipse (1.5cm and 4cm); \end{tikzpicture} How do I find the two points of intersection of the two red ellipses (commented as great circle 1 and 2), find the point of intersection of a line (originating at the center (0,0)) with a ellipse, and place a little circle or rectangle there? Placing a little circle or rectangle there is not an issue. Thank you very much!

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  • Insane Graphics.lineStyle behavior

    - by Simon
    Hi all, I'd like some help with a little project of mine. Background: i have a little hierarchy of Sprite derived classes (5 levels starting from the one, that is the root application class in Flex Builder). Width and Height properties are overriden so that my class always remembers it's requested size (not just bounding size around content) and also those properties explicitly set scaleX and scaleY to 1, so that no scaling would ever be involved. After storing those values, draw() method is called to redraw content. Drawing: Drawing is very straight forward. Only the deepest object (at 1-indexed level 5) draws something into this.graphics object like this: var gr:Graphics = this.graphics; gr.clear(); gr.lineStyle(0, this.borderColor, 1, true, LineScaleMode.NONE); gr.beginFill(0x0000CC); gr.drawRoundRectComplex(0, 0, this.width, this.height, 10, 10, 0, 0); gr.endFill(); Further on: There is also MouseEvent.MOUSE_WHEEL event attached to the parent of the object that draws. What handler does is simply resizes that drawing object. Problem: Screenshot When resizing sometimes that hairline border line with LineScaleMode.NONE set gains thickness (quite often even 10 px) + it quite often leaves a trail of itself (as seen in the picture above and below blue box (notice that box itself has one px black border)). When i set lineStile thickness to NaN or alpha to 0, that trail is no more happening. I've been coming back to this problem and dropping it for some other stuff for over a week now. Any ideas anyone? P.S. Grey background is that of Flash Player itself, not my own choise.. :D

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  • Serializing a part of object graph

    - by Felix
    Hi all, I have a problem regarding Java custom serialization. I have a graph of objects and want to configure where to stop when I serialize a root object from client to server. Let's make it a bit concrete, clear by giving a sample scenario. I have Classes of type Company Employee (abstract) Manager extends Employee Secretary extends Employee Analyst extends Employee Project Here are the relations: Company(1)---(n)Employee Manager(1)---(n)Project Analyst(1)---(n)Project Imagine, I'm on the client side and I want to create a new company, assign it 10 employees (new or some existing) and send this new company to the server. What I expect in this scenario is to serialize the company and all bounding employees to the server side, because I'll save the relations on the database. So far no problem, since the default Java serialization mechanism serializes the whole object graph, excluding the field which are static or transient. My goal is about the following scenario. Imagine, I loaded a company and its 1000 employees from the server to the client side. Now I only want to rename the company's name (or some other field, that directly belongs to the company) and update this record. This time, I want to send only the company object to the server side and not the whole list of employees (I just update the name, the employees are in this use case irrelevant). My aim also includes the configurability of saying, transfer the company AND the employees but not the Project-Relations, you must stop there. Do you know any possibility of achieving this in a generic way, without implementing the writeObject, readObject for every single Entity-Object? What would be your suggestions? I would really appreciate your answers. I'm open to any ideas and am ready to answer your questions in case something is not clear.

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  • QuadTrees - how to update when internal items are moving

    - by egarcia
    I've implemented a working QuadTree. It subdivides 2-d space in order to accomodate items, identified by their bounding box (x,y,width,height) on the smallest possible quad (up to a minimum area). My code is based on this implementation (mine is in Lua instead of C#) : http://www.codeproject.com/KB/recipes/QuadTree.aspx I've been able to successfully implement insertions and deletions successfully. I've turn now my attention to the update() function, since my items' position and dimensions change over time. My first implementation works, but it is quite naïve: function QuadTree:update(item) self:remove(item) return self.root:insert(item) end Yup, I basically remove and reinsert every item every time they move. This works, but I'd like to optimize it a bit more; after all, most of the time, moving items still remain on the same quadTree node most of the iterations. Is there any standard way to deal with this kind of update? In case it helps, my code is here: http://github.com/kikito/passion/blob/master/ai/QuadTree.lua I'm not looking for someone to implement it for me; pointers to an existing working implementation (even in other languages) would suffice.

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  • Designing small comparable objects

    - by Thomas Ahle
    Intro Consider you have a list of key/value pairs: (0,a) (1,b) (2,c) You have a function, that inserts a new value between two current pairs, and you need to give it a key that keeps the order: (0,a) (0.5,z) (1,b) (2,c) Here the new key was chosen as the average between the average of keys of the bounding pairs. The problem is, that you list may have milions of inserts. If these inserts are all put close to each other, you may end up with keys such to 2^(-1000000), which are not easily storagable in any standard nor special number class. The problem How can you design a system for generating keys that: Gives the correct result (larger/smaller than) when compared to all the rest of the keys. Takes up only O(logn) memory (where n is the number of items in the list). My tries First I tried different number classes. Like fractions and even polynomium, but I could always find examples where the key size would grow linear with the number of inserts. Then I thought about saving pointers to a number of other keys, and saving the lower/greater than relationship, but that would always require at least O(sqrt) memory and time for comparison. Extra info: Ideally the algorithm shouldn't break when pairs are deleted from the list.

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  • SQL Server 2008 spatial index and CPU utilization with MapGuide Open Source 2.1

    - by Antonio de la Peña
    I have a SQL Server table with hundreds of thousands of geometry type parcels. I have made indexes on them trying different combinations of density and objects per cell settings. So far I'm settiling for LOW, LOW, MEDIUM, MEDIUM and 16 objects per cell and I made a SP that sets the bounding box according to the extents of the entities in the table. There is an incredible performance boost from queries taking almost minutes without index to less than seconds, it gets faster when the zoom is closer thus less objects are displayed. Yet the CPU utilization gets to 100% when querying for features, even when the queries themselves are fast. I'm worrying this will not fly in a production environment. I am using MapGuide Open Source 2.1 for this project, but I am positive the CPU load is caused by SQL Server. I wonder if my indexes are set properly. I haven't found any clear documentation on how to properly set them up. Every article I've read basically says "it depends..." but nothing specific. Do you have any recommendations for me, including books, articles? Thank you.

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  • Find the number of congruent triangles?

    - by avd
    Say I have a square from (0,0) to (z,z). Given a triangle within this square which has integer coordinates for all its vertices. Find out the number of triangles within this square which are congruent to this triangle and have integer coordinates. My algorithm is as follows-- 1) Find out the minimum bounding rectangle(MBR) for the given triangle. 2) Find out the number of congruent triangles, y within that MBR, obtained after reflection, rotation of the given triangle. y can be either 2,4 or 8. 3) Now find out how many such MBR's can be drawn within the given big square, say x; (This is similar to finding number of squares on a chess board) 4) x*y is the required answer. Am I counting some triangles more than once or I am missing something by this algorithm? It is a problem on online judge? It gives me wrong answer. I have thought a lot about it, but I am not able to figure it out.

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  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Getting empty update rectangle in OnPaint after calling InvalidateRect on a layered window

    - by Shawn
    I'm trying to figure out why I've been getting an empty update rectangle when I call InvalidateRect on a transparent window. The idea is that I've drawn something on the window (it gets temporarily switched to have an alpha of 1/255 for the drawing), and then I switch it to full transparent mode (i.e. alpha of 0) in order to interact with the desktop & to be able to move the drawing around the screen on top of the desktop. When I try to move the drawing, I get its bounding rectangle & use it to call InvalidateRect, as such: InvalidateRect(m_hTarget, &winRect, FALSE); I've confirmed that the winRect is indeed correct, and that m_hTarget is the correct window & that its rectangle fully encompasses winRect. I get into the OnPaint handler in the class corresponding to m_hTarget, which is derived from a CWnd. In there, I create a CPaintDC, but when I try to access the update rectangle (dcPaint.m_ps.rcPaint) it's always empty. This rectangle gets passed to a function that determines if we need to update the screen (by using UpdateLayeredWindow in the case of a transparent window). If I hard-code a non-empty rectangle in here, the remaining code works correctly & I am able to move the drawing around the screen. I tried changing the 'FALSE' parameter to 'TRUE' in InvalidateRect, with no effect. I also tried using a standard CDC, and then using BeginPaint/EndPaint method in my OnPaint handler, just to ensure that CPaintDC wasn't doing something odd ... but I got the same results. The code that I'm using was originally designed for opaque windows. If m_hTarget corresponds to an opaque window, the same set of function calls results in the correct (i.e. non-empty) rectangle being passed to OnPaint. Once the window is layered, though, it doesn't seem to work right.

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  • PHP resizing PNGs results in corrupted files

    - by Robert
    I have a PHP script that resizes .jpg, .gif, and .png files to a bounding box. $max_width = 500; $max_height = 600; $filetype = $_FILES["file"]["type"]; $source_pic = "img/" . $idnum; if($filetype == "image/jpeg") { $src = imagecreatefromjpeg($source_pic); } else if($filetype == "image/png") { $src = imagecreatefrompng($source_pic); } else if($filetype == "image/gif") { $src = imagecreatefromgif($source_pic); } list($width,$height)=getimagesize($source_pic); $x_ratio = $max_width / $width; $y_ratio = $max_height / $height; if( ($width <= $max_width) && ($height <= $max_height) ) { $tn_width = $width; $tn_height = $height; } else if (($x_ratio * $height) < $max_height) { $tn_height = ceil($x_ratio * $height); $tn_width = $max_width; } else { $tn_width = ceil($y_ratio * $width); $tn_height = $max_height; } $tmp = imagecreatetruecolor($tn_width,$tn_height); imagecopyresampled($tmp,$src,0,0,0,0,$tn_width, $tn_height,$width,$height); $destination_pic = "img/thumbs/" . $idnum . "thumb"; if($filetype == "image/jpeg") { imagejpeg($tmp,$destination_pic,80); } else if($filetype == "image/png") { imagepng($tmp,$destination_pic,80); } else if($filetype == "image/gif") { imagegif($tmp,$destination_pic,80); } imagedestroy($src); imagedestroy($tmp); The script works fine with jpeg and gif but when running on a png the file will be corrupted. Is there anything special I need to use when working with a png? I have never worked with this sort of thing in PHP so I'm not very familiar with it.

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  • Calculating collission for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmitically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collission problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • CSG operations on implicit surfaces with marching cubes [SOLVED]

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres circles, and the set operation difference. i.e A - B. One circle is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary circle float (*cmp2)(const vec2&) //distance from moving circle ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside circle1 if((s2 < iso)){ //if inside circle2 scalar[i] = s2; //then set the scalar to the moving circle } else { scalar[i] = s1; //only inside circle1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither circle } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE EDIT: Basically, my implementation of marching squares works fine. It is my scalar field which is broken, and I wonder what the correct way would look like. Preferably I'm looking for a general approach to implement the three set operations I discussed above, for the usual primitives (circle, rectangle/square, plane)

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  • CSG operations on implicit surfaces with marching cubes

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres, and the set operation difference. i.e A - B. One sphere is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary sphere float (*cmp2)(const vec2&) //distance from moving sphere ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside sphere1 if((s2 < iso)){ //if inside sphere2 scalar[i] = s2; //then set the scalar to the moving sphere } else { scalar[i] = s1; //only inside sphere1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither sphere } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE

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  • JavaScript: Given an offset and substring length in an HTML string, what is the parent node?

    - by Bungle
    My current project requires locating an array of strings within an element's text content, then wrapping those matching strings in <a> elements using JavaScript (requirements simplified here for clarity). I need to avoid jQuery if at all possible - at least including the full library. For example, given this block of HTML: <div> <p>This is a paragraph of text used as an example in this Stack Overflow question.</p> </div> and this array of strings to match: ['paragraph', 'example'] I would need to arrive at this: <div> <p>This is a <a href="http://www.example.com/">paragraph</a> of text used as an <a href="http://www.example.com/">example</a> in this Stack Overflow question.</p> </div> I've arrived at a solution to this by using the innerHTML() method and some string manipulation - basically using the offsets (via indexOf()) and lengths of the strings in the array to break the HTML string apart at the appropriate character offsets and insert <a href="http://www.example.com/"> and </a> tags where needed. However, an additional requirement has me stumped. I'm not allowed to wrap any matched strings in <a> elements if they're already in one, or if they're a descendant of a heading element (<h1> to <h6>). So, given the same array of strings above and this block of HTML (the term matching has to be case-insensitive, by the way): <div> <h1>Example</a> <p>This is a <a href="http://www.example.com/">paragraph of text</a> used as an example in this Stack Overflow question.</p> </div> I would need to disregard both the occurrence of "Example" in the <h1> element, and the "paragraph" in <a href="http://www.example.com/">paragraph of text</a>. This suggests to me that I have to determine which node each matched string is in, and then traverse its ancestors until I hit <body>, checking to see if I encounter a <a> or <h_> node along the way. Firstly, does this sound reasonable? Is there a simpler or more obvious approach that I've failed to consider? It doesn't seem like regular expressions or another string-based comparison to find bounding tags would be robust - I'm thinking of issues like self-closing elements, irregularly nested tags, etc. There's also this... Secondly, is this possible, and if so, how would I approach it?

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  • Getting my string value from my form into my class( not another form)

    - by jovany
    Hello all, I have a question regarding the some data which is being transfered from one form to my class. It's not going quite the way i'd like to , so I figured maybe there is someone who could help me. This is my code in my class Public Class DrawableTextBox Inherits Drawable Dim i_testString As Integer Private s_InsertLabel As String Private drawFont As Font Public Sub New(ByVal fore_color As Color, ByVal fill_color As Color, Optional ByVal line_width As Integer = 0, Optional ByVal new_x1 As Integer = 0, Optional ByVal new_y1 As Integer = 0, Optional ByVal new_x2 As Integer = 1, Optional ByVal new_y2 As Integer = 1) MyBase.New(fore_color, fill_color, line_width) X1 = new_x1 Y1 = new_y1 X2 = new_x2 Y2 = new_y2 Trace.WriteLine(s_InsertLabel) End Sub Friend WriteOnly Property _textBox() As String Set(ByVal Value As String) s_InsertLabel = Value Trace.WriteLine(s_InsertLabel) End Set End Property ' Draw the object on this Graphics surface. Public Overrides Sub Draw(ByVal gr As System.Drawing.Graphics) ' Make a Rectangle representing this rectangle. Dim rect As Rectangle = GetBounds() ' Fill the rectangle as usual. Dim fill_brush As New SolidBrush(FillColor) gr.FillRectangle(fill_brush, rect) fill_brush.Dispose() ' See if we're selected. If IsSelected Then ' Draw the rectangle highlighted. Dim highlight_pen As New Pen(Color.Yellow, LineWidth) gr.DrawRectangle(highlight_pen, rect) highlight_pen.Dispose() ' Draw grab handles. Trace.WriteLine("drawing the lines for my textbox") DrawGrabHandle(gr, X1, Y1) DrawGrabHandle(gr, X1, Y2) DrawGrabHandle(gr, X2, Y2) DrawGrabHandle(gr, X2, Y1) Else 'TextBox() Dim fg_pen As New Pen(Color.Red, LineWidth) 'Dim fontSize As Single = 0.1 + ((Y2 - Y1) / 2) Dim fontSize As Single = 20 Try Dim drawFont As New Font("Arial", fontSize, FontStyle.Bold) Trace.WriteLine(s_InsertLabel) gr.DrawString(s_InsertLabel, drawFont, Brushes.Brown, X1, Y1) Catch ex As ArgumentException End Try gr.DrawRectangle(Pens.Azure, rect) ' gr.DrawRectangle(fg_pen, rect) fg_pen.Dispose() End If End Sub Public Function GetValueString(ByVal ValueType As String) Return ValueType End Function ' Return the object's bounding rectangle. Public Overrides Function GetBounds() As System.Drawing.Rectangle Return New Rectangle( _ Min(X1, X2), _ Min(Y1, Y2), _ Abs(100), _ Abs(30)) Trace.WriteLine("don't forget to make variables in GetBounds DrawableTextbox") End Function ' Return True if this point is on the object. Public Overrides Function IsAt(ByVal x As Integer, ByVal y As Integer) As Boolean Return (x >= Min(X1, X2)) AndAlso _ (x <= Max(X1, X2)) AndAlso _ (y >= Min(Y1, Y2)) AndAlso _ (y <= Max(Y1, Y2)) End Function ' Move the second point. Public Overrides Sub NewPoint(ByVal x As Integer, ByVal y As Integer) X2 = x Y2 = y End Sub ' Return True if the object is empty (e.g. a zero-length line). Public Overrides Function IsEmpty() As Boolean Return (X1 = X2) AndAlso (Y1 = Y2) End Function End Class I've got a form with a textbox( form1) in which the text is being inserted and passed through a buttonclick (al via properties). As you can see I've placed several traces and in the property of the class my trace works fine , however if I look in my Draw function it is already gone. And I get a blank trace. Does anyone know what's happening here. thanks in advance. (forgive me I'm new )

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  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

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  • Draw camera position in specific view port.

    - by snackbar
    Most of this code should be fairly self explanatory. I got an display function and my view port function. There are two modes which is 4 small view ports in the window or one large. I got one camera which can be moved and if in 4 view port mode just 3 fixed angles. The thing is I want the free moving cameras position to be displayed in the 3 other view ports. I tried doing it by drawing spheres using opengl but the problem is that then the position gets draw in the free roaming camera too as it shows the same scene. It doesn't have to be a sphere, just something simple that represents the cameras spacial position in these three other views. Drawing the scene once with camera object showing for the three viewports, render to texture. Clear and draw scene without camera object render to texture and then stitch these together before actually drawing the scene seems like a lot o work for something that should be easy. void display(int what) { if(what==5){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==1){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(75,15,-5,0,5,-5,0,1,0);} if(what==2){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,110,0,0,0,0,1,0,0);} if(what==3){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, float(320) / float(240), 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==4){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(185,75,25,0,28,0,0,1,0);} glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); drawScene(); drawCamera(); glutSwapBuffers(); } void viewport(){ glEnable(GL_SCISSOR_TEST); if(!divided_view_port) { glViewport(0, 0, w, h); glScissor(0,0,640,480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 100.0f); display(5); } else { ////////////////////// bottom left - working glViewport(0, 0, w/2, h/2); glScissor(0,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(1); ////////////////////// ////////////////////// top right - working glViewport(w/2, h/2, w/2, h/2); glScissor(w/2,h/2,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(2); ////////////////////// ////////////////////// bottom right -working glViewport(w/2, 0, w/2, h/2); glScissor(w/2,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(3); //////////////////////// ////////////////////////// top left glViewport(0, h/2, w/2, h/2); glScissor(0,h/2,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(4); /////////////////////////// } glDisable(GL_SCISSOR_TEST); glMatrixMode(GL_MODELVIEW); }

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  • Delaying NIS & NFS startup till after network interface is fully ready on Fedora 17

    - by obmarg
    I've recently set up a fedora 17 server for our network, and I've been having trouble getting the NIS service to work on startup. Here's some logs from the system: Aug 21 12:57:12 cairnwell ypbind-pre-setdomain[718]: Setting NIS domain: 'indigo-nis' (environment variable) Aug 21 12:57:13 cairnwell ypbind: Binding NIS service Aug 21 12:57:13 cairnwell rpc.statd[730]: Unable to prune capability 0 from bounding set: Operation not permitted Aug 21 12:57:13 cairnwell systemd[1]: nfs-lock.service: control process exited, code=exited status=1 Aug 21 12:57:13 cairnwell systemd[1]: Unit nfs-lock.service entered failed state. Aug 21 12:57:14 cairnwell setroubleshoot: SELinux is preventing /usr/sbin/rpc.statd from using the setpcap capability. For complete SELinux messages. run sealert -l 024bba8a-b0ef-43dc-b195-5c9a2d4c4d41 Aug 21 12:57:15 cairnwell kernel: [ 18.822282] bnx2 0000:02:00.0: em1: NIC Copper Link is Up, 1000 Mbps full duplex Aug 21 12:57:15 cairnwell kernel: [ 18.822925] ADDRCONF(NETDEV_CHANGE): em1: link becomes ready Aug 21 12:57:15 cairnwell NetworkManager[621]: <info> (em1): carrier now ON (device state 20) Aug 21 12:57:15 cairnwell NetworkManager[621]: <info> (em1): device state change: unavailable -> disconnected (reason 'carrier-changed') [20 30 40] Aug 21 12:57:15 cairnwell NetworkManager[621]: <info> Auto-activating connection 'System em1'. Aug 21 12:57:15 cairnwell NetworkManager[621]: <info> Activation (em1) starting connection 'System em1' Aug 21 12:57:15 cairnwell NetworkManager[621]: <info> (em1): device state change: disconnected -> prepare (reason 'none') [30 40 0] ....... Aug 21 12:57:19 cairnwell sendmail[790]: YPBINDPROC_DOMAIN: Domain not bound Aug 21 12:57:26 cairnwell sendmail[790]: YPBINDPROC_DOMAIN: Domain not bound Aug 21 12:57:31 cairnwell sendmail[790]: YPBINDPROC_DOMAIN: Domain not bound Aug 21 12:57:35 cairnwell sendmail[790]: YPBINDPROC_DOMAIN: Domain not bound Aug 21 12:58:00 cairnwell ypbind: Binding took 47 seconds Aug 21 12:58:00 cairnwell ypbind: NIS server for domain indigo-nis is not responding. Aug 21 12:58:01 cairnwell ypbind: Killing ypbind with PID 733. Aug 21 12:58:01 cairnwell ypbind-post-waitbind[734]: /usr/lib/ypbind/ypbind-post-waitbind: line 51: kill: SIGTERM: invalid signal specification Aug 21 12:58:01 cairnwell systemd[1]: ypbind.service: control process exited, code=exited status=1 Aug 21 12:58:01 cairnwell systemd[1]: Unit ypbind.service entered failed state. By the looks of these logs the ypbind service is starting up at 12:57:12 but the network interface isn't coming up till 12:57:15. My guess is that this is causing ypbind to time out when trying to connect. As a knock-on effect the NIS failure is causing problems with NFS which is no longer able to map UIDs properly. This problem doesn't seem to be fixed by actually starting ypbind etc. so I've had to set all my NFS shares to noauto. I have tried manually adding NETWORKDELAY and NETWORKWAIT in /etc/sysconfig/network and also running systemctl enable NetworkManager-wait-online.service as I've seen suggested in some places, but neither of these have had any effect. It is relatively easy to fix manually by restarting ypbind & mounting NFS shares after the network has started up, but it's less than ideal to have to do this every time the server has been rebooted. Does anyone know of an easy (and preferably hack-free) way of delaying the ypbind startup till after the network interface is fully ready?

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  • CodePlex Daily Summary for Tuesday, June 15, 2010

    CodePlex Daily Summary for Tuesday, June 15, 2010New ProjectsBackup on Build: Backup critical files on each Visual Studio build.CDN Support for EPiServer CMS: This module adds CDN support for EPiServer CMS by modifying outgoing links.Custom WCF Bindings: This project contains some custom WCF LOB SDK bindings I have created including a SalesForce one. I will blog on updates as they occur. Please se...DocIcon for SharePoint 2010: DocIcon for SharePoint re-enables links from document icons in SharePoint 2010. This feature was in previous versions of SharePoint, but was remove...EEG Peak Detection: EEG Peak Detectionemployeemanagement1: employeemanagement1Enables map services on top of existing map providers like Google Maps: Services include Map visualization services, Map decoration services, Spot registration services and Spot naming services.fbprivacy: Tool to assess your Facebook Privacy SettingsfMRI SVM Toolbox: fMRI SVM ToolboxGCMS – using .Net for human CMS: GCMS makes only what you need to do with a CMS and nothing more and it makes it with .NETqjblog: My First Blog.Send2Sharepoint: Office(Word,Excel,Outlook) and windows explorer addin to upload documents to sharepoint document library. SharePoint Find and Replace: SharePoint Find & Replace allows you to replace a specific string within a site collection with a different value. For example, when you change a l...SharePoint Management Studio: This project developed on Visula Studio 2008 and c# language. The main aim is manage your SharePoint 2007 FARM.SharePoint PageController: A SharePoint solution which provides an extensible framework to perform actions on a per-page basis in SharePoint. OOTB functionality allows for f...SilverNotePad: Simple notepad built using MVVM patern.SolidWorks Addin Development: The SolidWorks Addin Development project is dedicated to helping developers and non-developers with creating fully functional addins.Sunlit World Scheme: Sunlit World Scheme is a nearly R4RS-compliant Scheme implementation that supports threading, TCP, UDP, cryptography, and simple graphics and windo...TimeBend: Time tracking gone wild.TinyCMS: Jednostavan CMS s mogućnosti unosa vijesti, linkova i natječaja. CSS je napravljen tek toliko... Aplikacija izrađena za dev4Fun natjecanje.Ujimanet Android: text categorization tool for androidVisual Storm Engine: Visual Storm es un motor para probar nuevas tecnologias orientadas a la creacion de video juegos. Por ahora solo soporta Windows Vista/7 y usa Dire...New ReleasesAjax ASP.Net Forum: developer.insecla.com-forum_v0.1.4: *VERSION: 0.1.4* FEATURES ADDED Rating Threads (Through AjaxCTK (included Ms .DLL in the BIN folder)) Empowered Within AJAX Custom star ima...AlphaGet: Alpha 3: Important: from this release WinGet changes its name to AlphaGet in order to identify it better and make it search-engine friendly. New Features N...Backup on Build: Backup on Build v1.0.0 Initial Release: Initial Release version 1.0.0Boleto.Net: BoletoNet: Última versão estável da BoletoNet.dll. O código fonte dessa versão pode ser encontrado em http://boletonet.codeplex.com/SourceControl/list/change...CDN Support for EPiServer CMS: CDN Support v1: See links on start page for information on how to use and install this module.Chargify.NET: Chargify.NET v0.750: Adding support for creating freemium subscription plans Adding preliminary JSON support Adding ISO 3166-1 Alpha 2 data embedded in the library ...Community Forums NNTP bridge: Community Forums NNTP Bridge V38: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has ad...ContainerOne - C# application server: V0.1.3.0: New minor release containing: Infrastructure - core service An installer of a windows service which provides the following: Service registry Even...DocIcon for SharePoint 2010: wwEsp.DocIcon Deployment Package Release 1.0.0: This package installs the DocIcon feature on a SharePoint 2010 server farm. The solution is deployed as a Farm-level feature that can be enabled or...Ethical Hacking ASP.NET: Version 1.2.0.0: For the complete list of changes, new features and fixes in the new version, please view the Version History page. Read more about the available te...Folder Bookmarks: Folder Bookmarks 1.6.3: The latest version of Folder Bookmarks (1.6.3), with new features and Mini-Menu UI Changes (1.4). Once you have extracted the file, do not delete ...Hades: Projet Hadès - Official Demo - Version 0.1.1 Beta: Second release correcting some bugs... ---------------------------------------------------------------------------- - Projet Hadès - Official Demo...KooBoo Image Gallery: RC 1: This new Version has this features 1) Refactoring to change the mispelled word galery to gallery 2) Change to use the plugin in the same page of ...LibWowArmory: LibWowArmory 0.3 beta: LibWowArmory 0.3 betaThis release of the LibWowArmory source code matches the WoW Armory as of version 3.3.3. Changes since version 0.2.3:Solution...MailChimp4Umbraco: 0.90 stable: Can be used in productionMapWindow6: MapWindow 6.0 June 14: This version adds the WebMercator projection and fixes a bug that was causing some perfect spheres to be created as oblate WGS1984 spheroids.MDownloader: MDownloader-0.15.18.59782: Supported FileServe. Supported SharingMatrix. Fixed minor bugs.MGM - MyGroupManager: MyGroupManager v0.1.5 - Alpha: At this point the application appears feature complete and works pretty well. The code still needs some tweaks (error handling), and a general look...MvcPager: MvcPager 1.4: MvcPager 1.4 source codes and demo projects MvcPager 1.4版源代码及示例文件Nito.LINQ: Beta (v0.6): Rx version The "with Rx" versions of Nito.LINQ are built against Rx 1.0.2563.0, released 2010-06-09. Supported Platforms .NET 4.0 Client Profile, ...open gaze and mouse analyzer: Ogama 3.3: This release was published on 14.06.2010 and is a bugfix release. For the list of changes please visit http://www.ogama.net. Only use this installe...patterns & practices: Prism: Prism 4.0 Drop 2: Prism 4.0 Drop 2 Welcome to the second drop of Prism 4.0 (formally known as the Composite Application Guidance for WPF and Silverlight). This drop ...Prism Software Factory Light: 0.5 Beta: 4ward Prism Software Factory Light - 0.5 Beta releaseThis is the first public beta release of the 4ward Prism Software Factory Light that allows to...PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT: PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT--3.3: Over the last several months, my primary research effort has been directed at producing strictly portable development methods between C and C# . T...qjblog: v1.source: v1.sourceqjblog: v1blog: V1 BlogQuick Performance Monitor: Version 1.4.2: Added 'Move to new window' functionality.Refix - .NET dependency management: Refix v0.1.0.90 ALPHA: Added console tree-style visualisation of solution dependencies, as well as some bug fixes. This version should work out of the box with the demons...SEMICO Framework: Version Stable 1.0.0.3: Version Stable 1.0.0.3SharePoint Find and Replace: 1.0.16: Version: 1.0.16 This release is the first stable release of this project, including the Microsoft public license agreement. Fixes: Added about dia...SharePoint Management Studio: v1: v1SharePoint PageController: SharePoint PageController: For SharePoint 2010 and 2007 running on IIS 7Software Is Hardwork: Sw. Is Hw. Lib. 3.0.0.x+06: Sw. Is Hw. Lib. 3.0.0.x+06SolidWorks Addin Development: GenericAddinFramework-06.14.2010: R1.SourceGrid: SourceGrid 4.30: Sources are here Note that SourceGrid sources are not hosted on CodePlex. The sources are hosted on bitbucket.org Main Changes Improved hidden ...SSIS Expression Editor & Tester: Expression Editor and Tester v1.0.2.0: Corrected release of expression editor tool, no changes to control. Download and extract the files to get started, no install required. Changes Co...Sunlit World Scheme: Sunlit World Scheme - 20100614 - source and binary: This is the result of building the current source code in Debug mode. The source code is included.TinyCMS: TinyCMS: Source kodVCC: Latest build, v2.1.30614.0: Automatic drop of latest buildVianaNET - Videoanalysis for physical motion: VianaNET 1.2 - beta: This is the VianaNET beta release with some bug fixes. Would like to have some comments on it. Regards, AdrianWorkLogger: Worklogger Beta 1: Simple work logger for Windows in WPFMost Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryPHPExcelMicrosoft SQL Server Community & SamplesASP.NETMost Active Projectspatterns & practices – Enterprise LibraryRhyduino - Arduino and Managed CodeCassandraemonCommunity Forums NNTP bridgedotSpatialjQuery Library for SharePoint Web ServicesBlogEngine.NETLightweight Fluent WorkflowNB_Store - Free DotNetNuke Ecommerce Catalog ModuleUmbraco CMS

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