Search Results

Search found 3335 results on 134 pages for 'paul wall'.

Page 111/134 | < Previous Page | 107 108 109 110 111 112 113 114 115 116 117 118  | Next Page >

  • x axis detection issues platformer starter kit

    - by dbomb101
    I've come across a problem with the collision detection code in the platformer starter kit for xna.It will send up the impassible flag on the x axis despite being nowhere near a wall in either direction on the x axis, could someone could tell me why this happens ? Here is the collision method. /// <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, TileCollision collision = Level.GetCollision(x, y); if (collision != TileCollision.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 == TileCollision.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 == TileCollision.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; } } //This is the section which deals with collision on the x-axis else if (collision == TileCollision.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; }

    Read the article

  • Creating a Strong Bridge to the Post PC World

    - by Webgui
    Moving from location to location requires strong roads.  When crossing a barrier though, like a body of water or valley, we are required to build a strong bridge to get us from point A to point B in a way that is fast, safe, and easy.Yet we are not talking here about driving a car or riding a bus.  As we in the computing world are evidencing the move to the post-PC era, modernizing and migrating legacy applications to harness the power of HTML5 web, cloud and mobile is one of the most difficult challenges enterprises have faced.  Constant technological changes have weakened the business value of legacy systems, which have been developed over the years through huge investments.  There are several risks of course in this move.  Do you choose to simply rewrite code of legacy apps and transform them to HTML5 one by one?  This is quite expensive (according to research firm Gartner, the cost is $6 - $26 per line of code).  Of course, the pace of the rewriting process is very slow – around 170 lines per day for each developer – which slows down business productivity in a world in which no organization can afford to fall behind.  Other questions include whether the new cloud-based apps will have the same functionality as the trusted applications that worked for you for years.  How will the user experience be affected?  And of course, what about data security?  So we are faced with the challenge of building a sturdy bridge to stabilize our move in order to allow us to confidently and easily move our legacy applications into the post-PC era.   We at Gizmox are excited to release the first downloadable Community Technology Preview (CTP) of our Instant CloudMove Transposition Studio.Developers: To download the tool, and try it out for yourself, please visit http://www.visualwebgui.com/download.aspx.The CTP is the first and only tool-based solution allowing any Microsoft Visual Studio developer to extend VB6 and .NET enterprise client/server applications into HTML5 web, cloud and mobile applications, including the ability to upgrade their code and UI while doing so.   It is the only solution to fully replicate enterprise desktop applications behavior in the post-PC era.  With Instant CloudMove, the transposed application is available on any mobile or tablet device, browser and across any client operating system. Moreover, the extended application logic and data remains on the server behind the fire-wall and therefore the application’s front end is secured-by-design.   We would love for you to try out the tool for yourselves and let us know what you think.  How are you finding the move?

    Read the article

  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

    Read the article

  • What if you could work on anything you wanted?

    - by Nick Harrison
    What if you could work on anything you wanted? Redgate is doing an experiment of sorts this week.  Called Down Tools Week.    The idea is that they stopped working on their regular projects for a week and strike out on something that catches their attention and drives their passion. Evidently in many cases, these projects have turned out to be new features in their existing products that individual were interested in, some were internal iniatives and some where evidently off the wall new ideas.   Today is show and tell where they will share with each other what they have been working on. There may well be some interesting announcements coming out of this.    The prospects are exciting. I understand that Google does something similar allowing their employees a specified amount of time to work on projects of their own choosing.    This has been the breeding ground for some of my favorite services. It is a shame that more companies do not follow such practices.   Now I know that most companies cannot afford to shut down everything for a week and sometimes you can't really explore an interesting idea in 8 hours a week or however much time Google allocates, but still it may be worth while. What would happen if your company gave you as an individual 1 week each quarter to work on a project of your own design and see what happens?   I would be happen if you still had to get approval for before your week long adventure. Personally, I think that this could be a very effective use of training budgets.   Give me a week to research something on my own and you would be amazed at what I can find out.    Maybe this should be the prerequisite before starting a new project.   Stagger the team onboarding but have everyone spend a week long sabbatical studying BizTalk before starting a project that will hinge on BizTalk. The show and tell afterwards is a great way to keep everyone honest or at least reassure management that everyone is honest.    If your goal was to spend a week researching and exploring a new technology and you had to do a show and tell afterwards to show off what you had learned, then everyone can learn a bit of what you just learned.     Sounds like a promising win win for me. Maybe it is a pipe dream, but what if .... What would you work on if given the opportunity to work on anything you wanted?

    Read the article

  • Sometimes keyboard & touchpad work... sometimes not

    - by Voyagerfan5761
    When I first ran Ubuntu from CD on this Dell Inspiron 2650, it worked for about ten to fifteen minutes, then it hung (I was probably trying to do too much at once from a Live CD). The next time, my mouse and keyboard didn't work. I rebooted three times and finally got them working. I then installed Ubuntu alongside Windows XP. After installing, selecting the OS in GRUB worked, but my touchpad and keyboard were again not working. I rebooted, and they worked. (I fortunately had a USB mouse with which to reboot.) Booting Ubuntu and then rebooting to enable my keyboard and touchpad has become a routine ever since. Often several reboots are required; at one point I had to reboot over a dozen times in a row before getting a session where everything worked properly. (My installation has been in place for about three days a week now.) I've looked around for a device manager equivalent to no avail. Sometimes the hardware is properly detected, and sometimes it's not. Once or twice I've had the keyboard detected properly but the touchpad not. Plugging in my wireless card also sometimes requires a plug, unplug, and plug again to get it working. So is there some solution? I'm without an Internet connection at home, and this "laptop" is really a wall wart on my desk, so suggestions for packages may take a while to test. Xorg logs I captured two three four sample Xorg logs: one from a startup where the devices worked; one from when they didn't; one from a session where Ubuntu thought my touchpad was a normal mouse; and one from a session where my keyboard worked but the touchpad didn't. See this gist. Updated 2010-12-15 01:50 UTC with Xorg.0.log.keyboardonly file illustrating the case where the keyboard worked but not the touchpad. Updated 2011-01-11 04:10 UTC with Xorg.0.log.touchpadregmouse to illustrate a case where the touchpad was detected as a regular mouse (no "Touchpad" tab in mouse prefs).

    Read the article

  • Various issues linked to my CD drive, when it has a disc in it

    - by Voyagerfan5761
    When I go to the Desktop and click on a media icon (for my flash drive, a CD, whatever it is), the following problems occur, in this approximate sequence: Nautilus will close if it's open. the desktop icons disappear my Window List shows a button that says "Starting File Manager" the icons reappear the button in Window List disappears Because of this problem, I can no longer drag and drop media, nor can I right-click to perform actions such as "Eject" and "Safely Remove Drive". The same symptoms occur if I click a media icon (that is also present on the desktop) in Nautilus' Computer view, though notably not if I click in the places list on the left. I have confirmed that this problem happens only if there is a CD in the drive (Matshita UJDA360). Also, inserting a disc into the CD drive appears to kill all running programs and restart Nautilus (or X; I'm not sure). Applications like Brasero and Rhythmbox will not start while there is a disc in the drive. Removing the disc doesn't result in the list of media updating; it must be forced to update by clicking on one of the desktop icons and going through one of the above-described cycles. It doesn't seem to matter what type of disc is in the drive. This has happened with CD-RWs I burned years ago using Roxio on Windows XP, the Ubuntu disc I installed from (burned with InfraRecorder Portable under Windows XP), and the retail game disc for Star Trek Armada II. The first indication of a problem was Brasero dying when I tried to insert a disc for erasure and rewriting. Since then, I've drafted several different questions on various issues, finally combining them into this one when I realized that having a CD in the drive was the common link. Could this be a simple driver issue? If Ubuntu is dynamically detecting my hardware on boot, can I specify drivers for devices that I know will be a problem if the default files are used? I'm beginning to think that my laptop, an old Dell Inspiron 2650, is just too old or proprietary-driver-hungry (or something, maybe RAM-starved) for Ubuntu and Windows XP to play nicely alongside each other. Or maybe I just need to carefully take my wall-wart machine to a coffee shop for an afternoon so I can download updates and such from the Internet, as I lack a home connection.

    Read the article

  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

    Read the article

  • Making A Photo-Sharing App For Android In Eclipse [on hold]

    - by user3694394
    I've only just started developing mobile apps, which is something that I've been wanting to learn for a while now. I'm from an indie games studio, making PC games for around the last 3 years, and I finally decided to move into android app development. The only problem I'm having is that I don't know where to start. The project which I'm aiming to create will be something similar to Instagram, basically a photo-sharing app which allows users to take new photos, or pull them from their device, and add filters to them, before posting them. I have a rough idea of how I could go about doing this, but I need pointing towards any tutorials available for each specific step. So, here's my idea: Create a UI in eclipse (this wont be a problem for me, I should be able to do this fine through xml files) Setup a server-side database to store all user info and uploaded images (the images will need to be converted into byte arrays, and I have no idea how to do this through a database). My best idea would be to use a MySQL database to do this. Add user interactions (likes, favourites, reposts, etc.). This would, again, have to be stored in the database (or, at least, i think it would). Add the ability to take new photos using the phone's camera (I can probably do this anyway, using the Camera API). Add the ability to pull existing photos from the device (again, pretty simple to do). Add the ability to add filters to any photos (I had a look around, and there are some repos and resources which allow you to do this, but they're mainly for iOS development). Add facebook/twitter integration (possibly) to allow phots to be shared to other social networks. Create a news feed which shows users all of the latest photos from their friends, and allows them to post their own images to it. Give all registered users their own wall/page which has their latest posts/images displayed on it. Add the ability to allow users to follow other users, and display their followed users posts on their news feed. Yep. It's not going to be easy, and I don't even know if it's possible for me to do alone in Eclipse. However, this is the plan, and I'm going to do my best to learn everything I need to know to do this successfully. My actual question would be how should I start doing this- where do I begin learning how to do all of this? I've had a look at snapify, which can be edited via Parse, but I won't be spending hundreds of dollars (since I'm 15 and just don't have the available funds) on software. I have extensive knowledge of Java (again, I've been making games for around 3 years, mainly in Java), and various scripting languages. So, hopefully, this will be of some use here. Thanks in advance, Josh.

    Read the article

  • Implementing a wheeled character controller

    - by Lazlo
    I'm trying to implement Boxycraft's character controller in XNA (with Farseer), as Bryan Dysmas did (minus the jumping part, yet). My current implementation seems to sometimes glitch in between two parallel planes, and fails to climb 45 degree slopes. (YouTube videos in links, plane glitch is subtle). How can I fix it? From the textual description, I seem to be doing it right. Here is my implementation (it seems like a huge wall of text, but it's easy to read. I wish I could simplify and isolate the problem more, but I can't): public Body TorsoBody { get; private set; } public PolygonShape TorsoShape { get; private set; } public Body LegsBody { get; private set; } public Shape LegsShape { get; private set; } public RevoluteJoint Hips { get; private set; } public FixedAngleJoint FixedAngleJoint { get; private set; } public AngleJoint AngleJoint { get; private set; } ... this.TorsoBody = BodyFactory.CreateRectangle(this.World, 1, 1.5f, 1); this.TorsoShape = new PolygonShape(1); this.TorsoShape.SetAsBox(0.5f, 0.75f); this.TorsoBody.CreateFixture(this.TorsoShape); this.TorsoBody.IsStatic = false; this.LegsBody = BodyFactory.CreateCircle(this.World, 0.5f, 1); this.LegsShape = new CircleShape(0.5f, 1); this.LegsBody.CreateFixture(this.LegsShape); this.LegsBody.Position -= 0.75f * Vector2.UnitY; this.LegsBody.IsStatic = false; this.Hips = JointFactory.CreateRevoluteJoint(this.TorsoBody, this.LegsBody, Vector2.Zero); this.Hips.MotorEnabled = true; this.AngleJoint = new AngleJoint(this.TorsoBody, this.LegsBody); this.FixedAngleJoint = new FixedAngleJoint(this.TorsoBody); this.Hips.MaxMotorTorque = float.PositiveInfinity; this.World.AddJoint(this.Hips); this.World.AddJoint(this.AngleJoint); this.World.AddJoint(this.FixedAngleJoint); ... public void Move(float m) // -1, 0, +1 { this.Hips.MotorSpeed = 0.5f * m; }

    Read the article

  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

    Read the article

  • Should a server "be lenient" in what it accepts and "discard faulty input silently"?

    - by romkyns
    I was under the impression that by now everyone agrees this maxim was a mistake. But I recently saw this answer which has a "be lenient" comment upvoted 137 times (as of today). In my opinion, the leniency in what browsers accept was the direct cause of the utter mess that HTML and some other web standards were a few years ago, and have only recently begun to properly crystallize out of that mess. The way I see it, being lenient in what you accept will lead to this. The second part of the maxim is "discard faulty input silently, without returning an error message unless this is required by the specification", and this feels borderline offensive. Any programmer who has banged their head on the wall when something fails silently will know what I mean. So, am I completely wrong about this? Should my program be lenient in what it accepts and swallow errors silently? Or am I mis-interpreting what this is supposed to mean? The original question said "program", and I take everyone's point about that. It can make sense for programs to be lenient. What I really meant, however, is APIs: interfaces exposed to other programs, rather than people. HTTP is an example. The protocol is an interface that only other programs use. People never directly provide the dates that go into headers like "If-Modified-Since". So, the question is: should the server implementing a standard be lenient and allow dates in several other formats, in addition to the one that's actually required by the standard? I believe the "be lenient" is supposed to apply to this situation, rather than human interfaces. If the server is lenient, it might seem like an overall improvement, but I think in practice it only leads to client implementations that end up relying on the leniency and thus failing to work with another server that's lenient in slightly different ways. So, should a server exposing some API be lenient or is that a very bad idea? Now onto lenient handling of user input. Consider YouTrack (a bug tracking software). It uses a language for text entry that is reminiscent of Markdown. Except that it's "lenient". For example, writing - foo - bar - baz is not a documented way of creating a bulleted list, and yet it worked. Consequently, it ended up being used a lot throughout our internal bugtracker. Next version comes out, and this lenient feature starts working slightly differently, breaking a bunch of lists that (mis)used this (non)feature. The documented way to create bulleted lists still works, of course. So, should my software be lenient in what user inputs it accepts?

    Read the article

  • Profiling Startup Of VS2012 &ndash; Ants Profiler

    - by Alois Kraus
    I just downloaded ANTS Profiler 7.4 to check how fast it is and how deep I can analyze the startup of Visual Studio 2012. The Pro version which is useful does cost 445€ which is ok. To measure a complex system I decided to simply profile VS2012 (Update 1) on my older Intel 6600 2,4GHz with 3 GB RAM and a 32 bit Windows 7. Ants Profiler is really easy to use. So lets try it out. The Ants Profiler does want to start the profiled application by its own which seems to be rather common. I did choose Method Level timing of all managed methods. In the configuration menu I did want to get all call stacks to get full details. Once this is configured you are ready to go.   After that you can select the Method Grid to view Wall Clock Time in ms. I hate percentages which are on by default because I do want to look where absolute time is spent and not something else.   From the Method Grid I can drill down to see where time is spent in a nice and I can look at the decompiled methods where the time is spent. This does really look nice. But did you see the size of the scroll bar in the method grid? Although I wanted all call stacks I do get only about 4 pages of methods to drill down. From the scroll bar count I would guess that the profiler does show me about 150 methods for the complete VS startup. This is nonsense. I will never find a bottleneck in VS when I am presented only a fraction of the methods that were actually executed. I have also tried in the configuration window to also profile the extremely trivial functions but there was no noticeable difference. It seems that the Ants Profiler does filter away way too many details to be useful for bigger systems. If you want to optimize a CPU bound operation inside NUnit then Ants Profiler is with its line level timings a very nice tool to work with. But for bigger stuff it is certainly not usable. I also do not like that I must start the profiled application from the profiler UI. This makes it hard to profile processes which are started by some other process. Next: JetBrains dotTrace

    Read the article

  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

    Read the article

  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

    Read the article

  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

    Read the article

  • 3 Monitors, Ubuntu 12.04, Gnome 3, 2 nvidia cards, WITH xrandr or xinerama?

    - by Josh
    Ok. I have been banging my head against the wall for over a week now trying to get 3 monitors to work. I have: 1 - Nvidia 8600 GT 512MB PCIEx16 1 - Nvidia GT 240 1GB PCIEx16 They are not running in SLI (obviously). I have tried to use everything from tutorials to a few templates, all the way up to nvidia-settings, etc etc etc.. From what I hear, Xinerama doesnt like gnome 3 because of the compositing, although I have read a lot about using Xrandr instead, and getting the compositing working, but alas, I cannot. It always either crashes X and I have to replace the xorg.conf with my backup, or it defaults to the gnome-classic desktop, and on top of that, when it does default, it keeps adding more and more panels. Basically, I want to be able to use all 3 monitors (yes, just like in windows) to drag and drop from different windows. I have xorg-edit, but I am still not too sure on how to set this up? Is there any way to: A Get compositing working with 3 monitors, 2 nvidia cards, xinerama, and gnome 3? or BUse twinview with 3 monitors (I have heard it can be done by manually editing xorg.conf) or CSet up Xrandr to draw all 3 monitors with compositing. or DUse separate X for each monitor, and be able to use gnome with compositing, as well as drag between all 3 or EANYTHING. lol. I just want this to work. Any help you can provide would be greatly appreciated. BTW, I am running an ubuntu mini install with gnome. Everything works great but this. I can run it fine with 2 monitors and compositing, but not with 3. Also, what is the best GUI tool for editing xorg.conf? Im not finding anything that is up to date at all, and also is understandable by humans. haha. Im actually an engineer by trade, and have been working with computers a LONG time, but this xorg.conf stuff is really confusing the crap out of me. lol Thanks!

    Read the article

  • How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

    - by user422318
    I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving on to pathfinding. In the game, enemies should charge the player's character. There are also five different terrain types that give different movement bonuses. I want the AI to take advantage of these terrain bonuses as they try to reach the player. I was told to check out the A* search algorithm (http://en.wikipedia.org/wiki/A*_search_algorithm). I'm doing this game in HTML5 and JavaScript, and found a version in JavaScript: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript I'm trying to figure out how to tweak it though. Below are my ideas about what I need to change. What else do I need to worry about? When I create a graph, I will need to initialize the 2D array I pass in passed on with a traversal of a map that corresponds to the different terrain types. in graph.js: "GraphNodeType" definition needs to be modified to handle the 5 terrain types. There will be no walls. in astar.js: The g and h scoring will need to be modified. How should I do this? in astar.js: isWall() should probably be removed. My game doesn't have walls. in astar.js: I'm not sure what this is. I think it indicates a node that isn't valid to be processed. When would this happen, though? At a high level, how do I change this algorithm from "oh, is there a wall there?" to "will this terrain get me to the player faster than the terrain around me?" Because of time, I'm also debating reusing my Bresenham algorithm for the enemies. Unfortunately, the different terrain movement bonuses won't be used by the AI, which will make the game suck. :/ I'd really like to have this in for the prototype, but I'm not a developer by trade nor am I a computer scientist. :D If you know of any code that does what I'm looking for, please share! Sanity check tips for this are also appreciated.

    Read the article

  • rotating an object on an arc

    - by gardian06
    I am trying to get a turret to rotate on an arc, and have hit a wall. I have 8 possible starting orientations for the turrets, and want them to rotate on a 90 degree arc. I currently take the starting rotation of the turret, and then from that derive the positive, and negative boundary of the arc. because of engine restrictions (Unity) I have to do all of my tests against a value which is between [0,360], and due to numerical precision issues I can not test against specific values. I would like to write a general test without having to go in, and jury rig cases //my current test is: // member variables public float negBound; public float posBound; // found in Start() function (called immediately after construction) // eulerAngles.y is the the degree measure of the starting y rotation negBound = transform.eulerAngles.y-45; posBound = transform.eulerAngles.y+45; // insure that values are within bounds if(negBound<0){ negBound+=360; }else if(posBound>360){ posBound-=360; } // called from Update() when target not in firing line void Rotate(){ // controlls what direction if(transform.eulerAngles.y>posBound){ dir = -1; } else if(transform.eulerAngles.y < negBound){ dir = 1; } // rotate object } follows is a table of values for my different cases (please excuse my force formatting) read as base is the starting rotation of the turret, neg is the negative boundry, pos is the positive boundry, range is the acceptable range of values, and works is if it performs as expected with the current code. |base-|-neg-|-pos--|----------range-----------|-works-| |---0---|-315-|--45--|-315-0,0-45----------|----------| |--45--|---0---|--90--|-0-45,54-90----------|----x----| |-135-|---90--|-180-|-90-135,135-180---|----x----| |-180-|--135-|-225-|-135-180,180-225-|----x----| |-225-|--180-|-270-|-180-225,225-270-|----x----| |-270-|--225-|-315-|-225-270,270-315-|----------| |-315-|--270-|---0---|--270-315,315-0---|----------| I will need to do all tests from derived, or stored values, but can not figure out how to get all of my cases to work simultaneously. //I attempted to concatenate the 2 tests: if((transform.eulerAngles.y>posBound)&&(transform.eulerAngles.y < negBound)){ dir *= -1; } this caused only the first case to be successful // I attempted to store a opposite value, and do a void Rotate(){ // controlls what direction if((transform.eulerAngles.y > posBound)&&(transform.eulerAngles.y<oposite)){ dir = -1; } else if((transform.eulerAngles.y < negBound)&&(transform.eulerAngles.y>oposite)){ dir = 1; } // rotate object } this causes the opposite situation as indicated on the table. What am I missing here?

    Read the article

  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

    Read the article

  • Multiple Problems Installing 12.04, now can't use Windows

    - by user87997
    First I tried using the 32-bit wubi.exe installer from the main Ubuntu website. It worked fine, dual booted with Windows 7 and all. I tried installing several applications and got errors. After searching for a little while for a fix, I found that someone else had solved the problem by uninstalling the 32-bit version and installing 64-bit Ubuntu. Apparently there is no wubi.exe installer for the 64-bit version, so I used LinuxLive to put the iso file onto a USB drive. I changed my the boot order in BIOS to check the USB first. It did, and I got into the Ubuntu installer just fine. Everything was working fine, but then I got an error that GRUB could not be installed. I chose "install manually later" or something like that. Immediately, the installer said it was done and ready for a reboot. At this point, my USB is still in the computer. The computer reboots...and it's back at the installer for the USB. I look up what's going on here, and someone says in a thread they solved it by selecting "Try Ubuntu" then installing it via a shortcut on the desktop. I assumed that Ubuntu simply hadn't installed and it would be safe to try again, so I did. It finished installing, this time I chose a different partition that wasn't being used. The thread also said to reinstall grub to the mounted drive, so I did that. Next I took out my USB and rebooted. I get stuck on the GRUB GNU loader, v.1.99 or something I believe it says at the top. I can't do anything, and it doesn't detect Windows 7 OR Ubuntu. When I check partitions, I have two 43 GB partitions that both have the same files in them (I'm assuming those are the two Ubuntu installations), and can only run Ubuntu off of my USB-- and can't run Windows 7 at all, however from within Ubuntu the windows 7 filesystem and files can still be seen. I have no idea what to do now. I used Ubuntu in the past (9.xx) and never had these sorts of problems! Please help. And sorry for the wall of text.

    Read the article

  • multiple monitor, ATI EyeFinity vs NVidia Mosaic on HDMI

    - by user1531897
    i have been googling much for answer but only someone with real experience can help here. my aim is to have 5 monitors connected to one computer in 2x2 full screen on all 4 monitors (video wall) with same resolution, 4xfullHD for example, plus one -5th monitor as controling. Ati have example picture of this configuration here. I have no gaming nor 3d needs here. Simple desktop applications plus video streams. So because graphic cards for this are expensive, i need to find out before buying pros and cons of 2 possible solutions (1) Ati Eyefinity capable card(s) ...and (2) Nvidia Quadro/NVS card(s) with mosaic and/or nvidia surround technology. For example i can find that current good cards for this can be: Ati's 7870 eyefinity6 card, link here pros: one card can handle all 5 displays, cons: active DP adapters needed (sometimes with aditional usb-powering complication) Nvidia Qudro NVS 450, link here Both cards have DisplayPorts as outputs (my targets are HDMI displays), but as far i saw information is that Eyefinity needs "active DP-DVI/hdmi adapters" for outputs and they are little expensive...? Does nvidia have this limitation (active adapters) ??? And final question, is Ati Eyefinity still better for this purpose than Nvidia-mosaic by someone's real experience there.

    Read the article

  • Html.DropDownListFor<> and complex object in ASP.NET MVC2

    - by dagda1
    Hi, I am looking at ASP.NET MVC2 and trying to post a complex object using the new EditorFor syntax. I have a FraudDto object that has a FraudCategory child object and I want to set this object from the values that are posted from the form. Posting a simple object is not a problem but I am struggling with how to handle complex objects with child objects. I have the following parent FraudDto object whcih I am binding to on the form: public class FraudDto { public FraudCategoryDto FraudCategory { get; set; } public List<FraudCategoryDto> FraudCategories { get; private set; } public IEnumerable<SelectListItem> FraudCategoryList { get { return FraudCategories.Select(t => new SelectListItem { Text = t.Name, Value = t.Id.ToString() }); } The child FraudCategoryDto object looks like this: public class FraudCategoryDto { public int Id { get; set; } public string Name { get; set; } } On the form, I have the following code where I want to bind the FraudCategoryDto to the dropdown. The view is of type ViewPage: <td class="tac"> <strong>Category:</strong> </td> <td> <%= Html.DropDownListFor(x => x.FraudCategory, Model.FraudTypeList)%> </td> I then have the following controller code: [HttpPost] public virtual ViewResult SaveOrUpdate(FraudDto fraudDto) { return View(fraudDto); } When the form is posted to the server, the FraudCategory property of the Fraud object is null. Are there any additional steps I need to hook up this complex object? Cheers Paul

    Read the article

  • How to extract $lastexitcode from c# powershell script execution.

    - by scope-creep
    Hi, I've got a scipt executing in C# using the powershell async execution code on code project here: http://www.codeproject.com/KB/threads/AsyncPowerShell.aspx?display=PrintAll&fid=407636&df=90&mpp=25&noise=3&sort=Position&view=Quick&select=2130851#xx2130851xx I need to return the $lastexitcode and Jean-Paul describes how you can use a custom pshost class to return it. I can't find any method or property in pshost that returns the exit code. This engine I have needs to ensure that script executes correctly. Any help would be appreciated. regards Bob. Its the $lastexitcode and the $? variables I need to bring back. Hi, Finally answered. I found out about the $host variable. It implements a callback into the host, specifically a custom PSHost object, enabling you to return the $lastexitcode. Here is a link to an explanation of $host. http://mshforfun.blogspot.com/2006/08/do-you-know-there-is-host-variable.html It seems to be obscure, badly documented, as usual with powershell docs. Using point 4, calling $host.SetShouldExit(1) returns 1 to the SetShouldExit method of pshost, as described here. http://msdn.microsoft.com/en-us/library/system.management.automation.host.pshost.setshouldexit(VS.85).aspx Its really depends on defining your own exit code defintion. 0 and 1 suffixes I guess. regards Bob.

    Read the article

  • Why do I get "unsupported architecture" errors trying to install a Python library in OSX?

    - by Emma518
    I am trying to install a Python library in the Presto package, source http://www.cv.nrao.edu/~sransom/presto/ Using 'gmake fftfit' I get the following error: cd fftfit_src ; f2py-2.7 -c fftfit.pyf *.f running build running config_cc unifing config_cc, config, build_clib, build_ext, build commands --compiler options running config_fc unifing config_fc, config, build_clib, build_ext, build commands --fcompiler options running build_src build_src building extension "fftfit" sources creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 f2py options: [] f2py: fftfit.pyf Reading fortran codes... Reading file 'fftfit.pyf' (format:free) Post-processing... Block: fftfit Block: cprof Block: fftfit Post-processing (stage 2)... Building modules... Building module "fftfit"... Constructing wrapper function "cprof"... c,amp,pha = cprof(y,[nmax,nh]) Constructing wrapper function "fftfit"... shift,eshift,snr,esnr,b,errb,ngood = fftfit(prof,s,phi,[nmax]) Wrote C/API module "fftfit" to file "/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64- 2.7/fftfitmodule.c" adding '/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fortranobject.c' to sources. adding '/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7' to include_dirs. copying /Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/f2py/src/fortranobject.c -> /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 copying /Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9-intel.egg/numpy/f2py/src/fortranobject.h -> /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 build_src: building npy-pkg config files running build_ext customize UnixCCompiler customize UnixCCompiler using build_ext customize Gnu95FCompiler Found executable /usr/local/bin/gfortran customize Gnu95FCompiler customize Gnu95FCompiler using build_ext building 'fftfit' extension compiling C sources C compiler: /usr/bin/clang -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -arch ppc -arch i386 -arch x86_64 -g -O2 creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8 creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 compile options: '-I/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9- x86_64-2.7 -I/Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/core/include - I/opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7 -c' clang: /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64- 2.7/fftfitmodule.c In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:63: /usr/include/sys/cdefs.h:658:2: error: Unsupported architecture #error Unsupported architecture ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:64: /usr/include/machine/limits.h:8:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: In file included from /usr/include/sys/_types.h:33: /usr/include/machine/_types.h:34:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: /usr/include/sys/_types.h:94:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_blkcnt_t; /* total blocks */ ^ /usr/include/sys/_types.h:95:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_blksize_t; /* preferred block size */ ^ /usr/include/sys/_types.h:96:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_dev_t; /* dev_t */ ^ /usr/include/sys/_types.h:99:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_gid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:100:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_id_t; /* [XSI] pid_t, uid_t, or gid_t*/ ^ /usr/include/sys/_types.h:101:9: error: unknown type name '__uint64_t' typedef __uint64_t __darwin_ino64_t; /* [???] Used for 64 bit inodes */ ^ /usr/include/sys/_types.h:107:9: error: unknown type name '__darwin_natural_t' typedef __darwin_natural_t __darwin_mach_port_name_t; /* Used by mach */ ^ /usr/include/sys/_types.h:109:9: error: unknown type name '__uint16_t' typedef __uint16_t __darwin_mode_t; /* [???] Some file attributes */ ^ /usr/include/sys/_types.h:110:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_off_t; /* [???] Used for file sizes */ ^ /usr/include/sys/_types.h:111:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_pid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:131:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_sigset_t; /* [???] signal set */ ^ /usr/include/sys/_types.h:132:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_suseconds_t; /* [???] microseconds */ ^ /usr/include/sys/_types.h:133:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_uid_t; /* [???] user IDs */ ^ /usr/include/sys/_types.h:134:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_useconds_t; /* [???] microseconds */ ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:71: /usr/include/sys/_types/_va_list.h:31:9: error: unknown type name '__darwin_va_list'; did you mean '__builtin_va_list'? typedef __darwin_va_list va_list; ^ note: '__builtin_va_list' declared here In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:72: /usr/include/sys/_types/_size_t.h:30:9: error: unknown type name '__darwin_size_t'; did you mean '__darwin_ino_t'? typedef __darwin_size_t size_t; ^ /usr/include/sys/_types.h:103:26: note: '__darwin_ino_t' declared here typedef __darwin_ino64_t __darwin_ino_t; /* [???] Used for inodes */ ^ fatal error: too many errors emitted, stopping now [-ferror-limit=] 20 errors generated. In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/5.1/include/limits.h:38: In file included from /usr/include/limits.h:63: /usr/include/sys/cdefs.h:658:2: error: Unsupported architecture #error Unsupported architecture ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:64: /usr/include/machine/limits.h:8:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: In file included from /usr/include/sys/_types.h:33: /usr/include/machine/_types.h:34:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: /usr/include/sys/_types.h:94:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_blkcnt_t; /* total blocks */ ^ /usr/include/sys/_types.h:95:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_blksize_t; /* preferred block size */ ^ /usr/include/sys/_types.h:96:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_dev_t; /* dev_t */ ^ /usr/include/sys/_types.h:99:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_gid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:100:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_id_t; /* [XSI] pid_t, uid_t, or gid_t*/ ^ /usr/include/sys/_types.h:101:9: error: unknown type name '__uint64_t' typedef __uint64_t __darwin_ino64_t; /* [???] Used for 64 bit inodes */ ^ /usr/include/sys/_types.h:107:9: error: unknown type name '__darwin_natural_t' typedef __darwin_natural_t __darwin_mach_port_name_t; /* Used by mach */ ^ /usr/include/sys/_types.h:109:9: error: unknown type name '__uint16_t' typedef __uint16_t __darwin_mode_t; /* [???] Some file attributes */ ^ /usr/include/sys/_types.h:110:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_off_t; /* [???] Used for file sizes */ ^ /usr/include/sys/_types.h:111:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_pid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:131:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_sigset_t; /* [???] signal set */ ^ /usr/include/sys/_types.h:132:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_suseconds_t; /* [???] microseconds */ ^ /usr/include/sys/_types.h:133:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_uid_t; /* [???] user IDs */ ^ /usr/include/sys/_types.h:134:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_useconds_t; /* [???] microseconds */ ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:71: /usr/include/sys/_types/_va_list.h:31:9: error: unknown type name '__darwin_va_list'; did you mean '__builtin_va_list'? typedef __darwin_va_list va_list; ^ note: '__builtin_va_list' declared here In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:72: /usr/include/sys/_types/_size_t.h:30:9: error: unknown type name '__darwin_size_t'; did you mean '__darwin_ino_t'? typedef __darwin_size_t size_t; ^ /usr/include/sys/_types.h:103:26: note: '__darwin_ino_t' declared here typedef __darwin_ino64_t __darwin_ino_t; /* [???] Used for inodes */ ^ fatal error: too many errors emitted, stopping now [-ferror-limit=] 20 errors generated. error: Command "/usr/bin/clang -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -arch ppc -arch i386 -arch x86_64 -g -O2 -I/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7 -I/Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/core/include - I/opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7 -c /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c -o /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.o" failed with exit status 1 Makefile:5: recipe for target 'fftfit' failed gmake: *** [fftfit] Error 1 How can I solve this architecture problem?

    Read the article

  • What do you mean by the expressiveness in a programming language?

    - by prosseek
    I see a lot of the word 'expressiveness' when people want to stress one language is better than the other. But I don't see exactly what they mean by it. Is it the verboseness/succinctness? I mean, if one language can write down something shorter than the other, does that mean expressiveness? Please refer to my other question - http://stackoverflow.com/questions/2411772/article-about-code-density-as-a-measure-of-programming-language-power Is it the power of the language? Paul Graham says that one language is more powerful than the other language in a sense that one language can do that the other language can't do (for example, LISP can do something with macro that the other language can't do). Is it just something that makes life easier? Regular expression can be one of the examples. Is it a different way of solving the same problem: something like SQL to solve the search problem? What do you think about the expressiveness of a programming language? Can you show the expressiveness using some code? What's the relationship with the expressiveness and DSL? Do people come up with DSL to get the expressiveness?

    Read the article

< Previous Page | 107 108 109 110 111 112 113 114 115 116 117 118  | Next Page >