Search Results

Search found 922 results on 37 pages for 'linear'.

Page 12/37 | < Previous Page | 8 9 10 11 12 13 14 15 16 17 18 19  | Next Page >

  • analysis Big Oh notation psuedocode

    - by tesshu
    I'm having trouble getting my head around algorithm analysis. I seem to be okay identifying linear or squared algorithms but am totally lost with nlogn or logn algorithms, these seem to stem mainly from while loops? Heres an example I was looking at: Algorithm Calculate(A,n) Input: Array A of size n t?0 for i?0 to n-1 do if A[i] is an odd number then Q.enqueue(A[i]) else while Q is not empty do t?t+Q.dequeue() while Q is not empty do t?t+Q.dequeue() return t My best guess is the for loop is executed n times, its nested while loop q times making NQ and the final while loop also Q times resulting in O(NQ +Q) which is linear? I am probably totally wrong. Any help would be much appreciated. thanks

    Read the article

  • Pruning data for better viewing on loglog graph - Matlab

    - by Geodesic
    Hi Guys, just wondering if anyone has any ideas about an issue I'm having. I have a fair amount of data that needs to be displayed on one graph. Two theoretical lines that are bold and solid are displayed on top, then 10 experimental data sets that converge to these lines are graphed, each using a different identifier (eg the + or o or a square etc). These graphs are on a log scale that goes up to 1e6. The first few decades of the graph (< 1e3) look fine, but as all the datasets converge ( 1e3) it's really difficult to see what data is what. There's over 1000 data points points per decade which I can prune linearly to an extent, but if I do this too much the lower end of the graph will suffer in resolution. What I'd like to do is prune logarithmically, strongest at the high end, working back to 0. My question is: how can I get a logarithmically scaled index vector rather than a linear one? My initial assumption was that as my data is lenear I could just use a linear index to prune, which lead to something like this (but for all decades): //%grab indicies per decade ind12 = find(y >= 1e1 & y <= 1e2); indlow = find(y < 1e2); indhigh = find(y > 1e4); ind23 = find(y >+ 1e2 & y <= 1e3); ind34 = find(y >+ 1e3 & y <= 1e4); //%We want ind12 indexes in this decade, find spacing tot23 = round(length(ind23)/length(ind12)); tot34 = round(length(ind34)/length(ind12)); //%grab ones to keep ind23keep = ind23(1):tot23:ind23(end); ind34keep = ind34(1):tot34:ind34(end); indnew = [indlow' ind23keep ind34keep indhigh']; loglog(x(indnew), y(indnew)); But this causes the prune to behave in a jumpy fashion obviously. Each decade has the number of points that I'd like, but as it's a linear distribution, the points tend to be clumped at the high end of the decade on the log scale. Any ideas on how I can do this?

    Read the article

  • HLSL tex2d sampler seemingly using inconsistent rounding; why?

    - by RJFalconer
    Hello all, I have code that needs to render regions of my object differently depending on their location. I am trying to use a colour map to define these regions. The problem is when I sample from my colour map, I get collisions. Ie, two regions with different colours in the colourmap get the same value returned from the sampler. I've tried various formats of my colour map. I set the colours for each region to be "5" apart in each case; Indexed colour RGB, RGBA: region 1 will have RGB 5%,5%,5%. region 2 will have RGB 10%,10%,10% and so on. HSV Greyscale: region 1 will have HSV 0,0,5%. region 2 will have HSV 0,0,10% and so on. (Values selected in The Gimp) The tex2D sampler returns a value [0..1]. [ I then intend to derive an int array index from region. Code to do with that is unrelated, so has been removed from the question ] float region = tex2D(gColourmapSampler,In.UV).x; Sampling the "5%" colour gave a "region" of 0.05098 in hlsl. From this I assume the 5% represents 5/100*255, or 12.75, which is rounded to 13 when stored in the texture OR when sampled by the sampler; can't tell which. (Reasoning: 0.05098 * 255 ~= 13) By this logic, the 50% should be stored as 127.5. Sampled, I get 0.50196 which implies it was stored as 128. the 70% should be stored as 178.5. Sampled, I get 0.698039, which implies it was stored as 178. What rounding is going on here? (127.5 becomes 128, 178.5 becomes 178 ?!) Edit: OK, http://en.wikipedia.org/wiki/Bankers_rounding#Round_half_to_even Apparently this is "banker's rounding". Is this really what HLSL samplers use? I am using Shader Model 2 and FX Composer. This is my sampler declaration; //Colour map texture gColourmapTexture < string ResourceName = "Globe_Colourmap_Regions_Greyscale.png"; string ResourceType = "2D"; >; sampler2D gColourmapSampler : register(s1) = sampler_state { Texture = <gColourmapTexture>; #if DIRECT3D_VERSION >= 0xa00 Filter = MIN_MAG_MIP_LINEAR; #else /* DIRECT3D_VERSION < 0xa00 */ MinFilter = Linear; MipFilter = Linear; MagFilter = Linear; #endif /* DIRECT3D_VERSION */ AddressU = Clamp; AddressV = Clamp; };

    Read the article

  • How to get orientation of android from gyrsocope sensor events ?

    - by Pritam
    I am using android 2.3 on Nexus S and want to get orientation from gyroscope sensor events. As gyro gives angular velocity how to use this for getting device orientation ? Also is there any way we can get pure linear accelerations on phone's axis, without gravity vector. I expected this from Linear acceleration sensor event but just found a post and referred android source as well for Sensor which currently uses only accelerometer. So what's the best way to combine the readings from both hardware to get pure accelerations without gravity inclusions ? Thanks.

    Read the article

  • How can I call some javascript functions but, waiting for the previous has finished?

    - by texai
    I want to call some functions but waiting for the previous one has finished. I know jQuery provides a callback argument in several functions, but I want to learn how implement this behaviour in my own jQuery plugin. So this is the case: After read answers from my previous question I wrote this: (function(callback){ $('#art1').animate({'width':'1000px'},1000); callback(); })((function(callback2){ $('#art2').animate({'width':'1000px'},1000); callback2(); })(function(){ $('#art3').animate({'width':'1000px'},1000); })); But still not working. Three animates still starting at same time. I want they were called one after other. But without using: $('#art1').animate({'width':'1000px'},1000,'linear',function(){ $('#art2').animate({'width':'1000px'},1000,'linear',function(){ $('#art3').animate({'width':'1000px'},1000); }); });

    Read the article

  • Animate function jQuery

    - by Antonio Pitasi
    I'm new here and I have a problem the jQuery's function "animate" function myFunction(newpage) { $('#loader').animate({opacity: 0.0}, 400, 'linear', function(){ // callback of fadeOut() $(this).load(newpage + ".php #toload", function(){ // callback of load() $('#loader').animate({opacity: 100.0}, 400, 'linear', function(){ //callback of fadeIn() // (not relevant for my problem, I think) $.getScript("js/test.js"); }); }); }); } My problem is: the first "animate" works like a charm but the second load the new content correctly, without the animation (a simple fadeIn). Anyone can help me? Thanks in advice! P.S. Sorry for my english

    Read the article

  • .NET Ascertaining mouse is on line drawn between two arbitrary points

    - by johnc
    I have an arrow drawn between two objects on a Winform. What would be the simplest way to determine that my mouse is currently hovering over, or near, this line. I have considered testing whether the mouse point intersects a square defined and extrapolated by the two points, however this would only be feasible if the two points had very similar x or y values. I am thinking, also, this problem is probably more in the realms of linear algebra rather than simple trigonometry, and whilst I do remember the simpler aspects of matrices, this problem is beyond my knowledge of linear algebra. On the other hand, if a .NET library can cope with the function, even better.

    Read the article

  • Algorithm Question.. Linked List..

    - by AGeek
    Hi, Scenario is as follows:- I want to reverse the direction of the singly linked list, In other words, after the reversal all pointers should now point backwards.. Well the algorithm should take linear time. The solution that i have thought of using another datastructure A Stack.. With the help of which the singly linked list would be easily reversed, with all pointers pointing backwards.. But i am in doubt, that whether the following implementation yeild linear time complexity.. Please comment on this.. And if any other efficient algorithm is in place, then please discuss.. Thanks.

    Read the article

  • Fast image coordinate lookup in Numpy

    - by victor
    I've got a big numpy array full of coordinates (about 400): [[102, 234], [304, 104], .... ] And a numpy 2d array my_map of size 800x800. What's the fastest way to look up the coordinates given in that array? I tried things like paletting as described in this post: http://opencvpython.blogspot.com/2012/06/fast-array-manipulation-in-numpy.html but couldn't get it to work. I was also thinking about turning each coordinate into a linear index of the map and then piping it straight into my_map like so: my_map[linearized_coords] but I couldn't get vectorize to properly translate the coordinates into a linear fashion. Any ideas?

    Read the article

  • Reason for different segments in Linux on x86

    - by anjruu
    Hey all, So, I know that Linux uses four default segments for an x86 processor (kernel code, kernel data, user code, user data), but they all have the same base and limit (0x00000000 and 0xfffff), meaning each segment maps to the same set of linear addresses. Given this, why even have user/kernel segments? I understand why there should be separate segments for code and data (just due to how the x86 processor deals with the cs and ds registers), but why not have a single code segment and a single data segment? Memory protection is done through paging, and the user and kernel segments map to the same linear addresses anyway. Thanks! anjruu

    Read the article

  • How can I get gradients working in IE9?

    - by gladoscc
    CSS: .silver { color: #636363; border: solid 1px #9C9C9C; background: #D6D6D6; /*important part*/ background: -webkit-gradient(linear, left top, left bottom, from(#E8E8E8), to(#BABABA)); background: -moz-linear-gradient(top, #E8E8E8, #BABABA); -ms-filter: "progid:DXImageTransform.Microsoft.gradient(startColorstr='#e8e8e8', endColorstr='#bababa')"; filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#e8e8e8', endColorstr='#bababa'); padding: 2px 5px 2px 5px; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px; margin-right: 5px; font-size: 95%; } This works when I apply to class to a input / submit button, but the gradients do not display when I apply the class to a span or div. How can I get gradients working in IE9?

    Read the article

  • glTexParameter and filtering in OpenGL and GLSL?

    - by sharoz
    I have a couple questions about glTexParameter and filtering 1) What is the scope when applying a glTexParameter (specifically the filtering)? Here's a scenario: Bind a texture. Set the filters to LINEAR Set the texture to "Sampler1" of a shader Bind another texture. Set its filters to NEAREST Set that texture to "Sampler2" of a shader Draw When I use the textures in a shader, will one be linear and the other be nearest? Or will they both be nearest because it was called last? 2) Is it possible to set the filtering method in GLSL? Thanks in advance!

    Read the article

  • Oracle ETPM v2.3.1 Examachine Performance Benchmark Data Sheet

    - by Paula Speranza-Hadley
    Oracle Tax is pleased to announce the exceptional results of the Oracle ETPM v2.3.1 Examachine performance benchmark.   The benchmark achieved the following results:  · Processed8M outpayments and 2M payments in  6 hours · Processed 1M forms in 4 hours · Near  linear scalability of batch processing For the complete data sheet, please click on the following link:  https://blogs.oracle.com/tax/resource/OracleETPMv231ExamachinePerformanceBenchmarkDataSheet.pdf

    Read the article

  • Single and Double Jump with single button.

    - by Asad
    I want to make Single Jump on Single Tap and Double Jump on Double Tap. My problem is that if I make double Tap on ground then it’s fine but if I make first Tap on ground and second Tap in Air then Player gain more height then usual As in image 1. I want to Make my jump like in Image 2, No matter from which point user gives second Tap, player Always get a specific height. I Used both Impulse and Linear velocity to make Jump but my problem did not solved.

    Read the article

  • Should certain math classes be required for a Computer Science degree?

    - by sunpech
    For a Computer Science degree at many colleges and universities, certain math courses are required: Calculus, Linear Algebra, and Discrete Mathematics are few examples. However, since I've started working in the real world as a software developer, I have yet to truly use the knowledge I had at once acquired from taking those classes. My question is: Should these math classes be required to obtain a computer science degree? Or would they better served as electives? A Slashdot post: CS Profs Debate Role of Math In CS Education

    Read the article

  • Car animations in Frogger on Javascript

    - by Mijoro Nicolas Rasoanaivo
    I have to finish a Frogger game in Javascript for my engineering school degree, but I don't know how to animate the cars. Right now I tried to manipulate the CSS, the DOM, I wrote a script with a setTimeout(), but none of them works.Can I have some help please? Here's my code and my CSS: <html> <head> <title>Image d&eacute;filante</title> <link rel="stylesheet" type="text/css" href="map_style.css"/> </head> <body onload="start()"> <canvas id="jeu" width="800" height="450"> </canvas> <img id="voiture" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture2" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture3" class="voiture" src="car.png" onload="startTimerCar()"> <img id="bigrig" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig2" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig3" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="hotrod" src="hotrod.png" onload="startTimerHotrod()"> <img id="hotrod2" src="hotrod.png" onload="startTimerHotrod()"> <img id="turtle" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle2" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle3" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="small" src="log_small.png" onload="startTimerSmall()"> <img id="small2" src="log_small.png" onload="startTimerSmall()"> <img id="small3" src="log_small.png" onload="startTimerSmall()"> <img id="small4" src="log_small.png" onload="startTimerSmall()"> <img id="med" src="log_medium.png" onload="startTimerMedium()"> <img id="med2" src="log_medium.png" onload="startTimerMedium()"> <img id="med3" src="log_medium.png" onload="startTimerMedium()"> <script type="text/javascript"> var X = 1; var timer; function start(){ setInterval(init,10); document.onkeydown = move; var canvas = document.getElementById('jeu'); var context = canvas.getContext('2d'); var frog = document.getElementById('frog'); var posX_frog = 415; var posY_frog = 400; var voiture = [document.getElementById('voiture'),document.getElementById('voiture2'),document.getElementById('voiture3')]; var bigrig = [document.getElementById('bigrig'),document.getElementById('bigrig2'),document.getElementById('bigrig3')]; var hotrod = [document.getElementById('hotrod'),document.getElementById('hotrod2')]; var turtle = [document.getElementById('turtle'),document.getElementById('turtle2'),document.getElementById('turtle3')]; var small = [document.getElementById('small'),document.getElementById('small2'),document.getElementById('small3'),document.getElementById('small4')]; var med = [document.getElementById('med'),document.getElementById('med2'),document.getElementById('med3')]; function init() { context.fillStyle = "#AEEE00"; context.fillRect(0,0,800,50); context.fillRect(0,200,800,50); context.fillRect(0,400,800,50); context.fillStyle = "#046380"; context.fillRect(0,50,800,150); context.fillStyle = "#000000"; context.fillRect(0,250,800,150); var img= new Image(); img.src="./frog.png"; context.drawImage(img,posX_frog, posY_frog, 46, 38); } function move(event){ if (event.keyCode == 39){ if( posX_frog < 716 ){ posX_frog += 50; } } if(event.keyCode == 37){ if( posX_frog >25 ){ posX_frog -= 50; } } if (event.keyCode == 38){ if( posY_frog > 10 ){ posY_frog -= 50; } } if(event.keyCode == 40){ if( posY_frog <400 ){ posY_frog += 50; } } } } </script> </body> And my map_css: #jeu{ z-index:10; width: 800px; height: 450px; border: 2px black solid; overflow: hidden; position: relative; transition:width 2s; -moz-transition:width 2s; /* Firefox 4 */ -webkit-transition:width 2s; /* Safari and Chrome */ } #voiture{ z-index: 100; position: absolute; top: 315px; left: 48px; transition-timing-function: linear; -webkit-transition-timing-function: linear; -moz-transition-timing-function: linear; } #voiture2{ z-index: 100; position: absolute; top: 315px; left: 144px; } #voiture3{ z-index: 100; position: absolute; top: 315px; left: 240px; } #bigrig{ z-index: 100; position: absolute; top: 365px; left: 200px; } #bigrig2{ z-index: 100; position: absolute; top: 365px; left: 400px; } #bigrig3{ z-index: 100; position: absolute; top: 365px; left: 600px; } #hotrod{ z-index: 100; position: absolute; top: 265px; left: 200px; } #hotrod2{ z-index: 100; position: absolute; top: 265px; left: 500px; } #hotrod3{ z-index: 100; position: absolute; top: 265px; left: 750px; } #turtle{ z-index: 100; position: absolute; top: 175px; left: 50px; } #turtle2{ z-index: 100; position: absolute; top: 175px; left: 450px; } #turtle3{ z-index: 100; position: absolute; top: 175px; left: 250px; } #small{ z-index: 100; position: absolute; top: 125px; left: 20px; } #small2{ z-index: 100; position: absolute; top: 125px; left: 220px; } #small3{ z-index: 100; position: absolute; top: 125px; left: 420px; } #small4{ z-index: 100; position: absolute; top: 125px; left: 620px; } #med{ z-index: 100; position: absolute; top: 75px; left: 120px; } #med2{ z-index: 100; position: absolute; top: 75px; left: 320px; } #med3{ z-index: 100; position: absolute; top: 75px; left: 520px; } I had to say that I'm in the obligation to code in HTML5, CSS3, and Javascript but not jQuery, who is way more easier, I already created games in jQuery... It takes me too much time and too much code lines right here.

    Read the article

  • JavaOne 2012: Lessons from Mathematics

    - by darcy
    I was pleased to get notification recently that my bof proposal for Lessons from Mathematics was accepted for JavaOne 2012. This is a bit of a departure from the project-centric JavaOne talks I usually give, but whisps of this kind of material have appeared before. I'm looking forward to presenting material from linear algebra, stochastics, and numerical optimization that have influence my thinking about technical problems in the JDK and elsewhere.

    Read the article

  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

    Read the article

  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

    Read the article

  • What algorithms can I use for bullet movement toward the enemy?

    - by theateist
    I develop 2D strategy game(probably for Android). There are weapons that shooting on enemies. From what I've read in this, this, this and this post I think that I need Linear algebra, but I don't really understand what algorithm I should use so the bullet will go to the target? Do I nee pathfinder, why? Can you please suggest what algorithms and/or books I can use for bullet movement toward the enemy?

    Read the article

  • Issues with LVM partition size in Server 13.04

    - by Michael
    I am new to ubuntu and a little confused about how hard drive partitions and LVM works. I remember setting up Ubuntu server 13.04 and telling to to use 1TB of a 3TB server. Well I have maxed that out with blu-ray rips and want the rest of the drive for space. On log-in it says: System load: 2.24 Processes: 179 Usage of /: 88.7% of 912.89GB Users logged in: 0 Memory usage: 6% IP address for p5p1: 192.168.0.100 Swap usage: 0% => / is using 88.7% of 912.89GB lvdisplay outputs: --- Logical volume --- LV Path /dev/DeathStar-vg/root LV Name root VG Name DeathStar-vg LV Write Access read/write LV Creation host, time DeathStar, 2013-05-18 22:21:11 -0400 LV Status available # open 1 LV Size 2.70 TiB Current LE 707789 Segments 2 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 252:0 --- Logical volume --- LV Path /dev/DeathStar-vg/swap_1 LV Name swap_1 VG Name DeathStar-vg LV Write Access read/write LV Creation host, time DeathStar, 2013-05-18 22:21:11 -0400 LV Status available # open 2 LV Size 3.75 GiB Current LE 959 Segments 1 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 252:1 vgdisplay outputs: VG Name DeathStar-vg System ID Format lvm2 Metadata Areas 1 Metadata Sequence No 4 VG Access read/write VG Status resizable MAX LV 0 Cur LV 2 Open LV 2 Max PV 0 Cur PV 1 Act PV 1 VG Size 2.73 TiB PE Size 4.00 MiB Total PE 715335 Alloc PE / Size 708748 / 2.70 TiB Free PE / Size 6587 / 25.73 GiB df outputs: Filesystem 1K-blocks Used Available Use% Mounted on /dev/mapper/DeathStar--vg-root 957238932 848972636 59634696 94% / none 4 0 4 0% /sys/fs/cgroup udev 1864716 4 1864712 1% /dev tmpfs 374968 1060 373908 1% /run none 5120 4 5116 1% /run/lock none 1874824 148 1874676 1% /run/shm none 102400 24 102376 1% /run/user /dev/sda2 234153 56477 165184 26% /boot And fdisk /dev/sda -l outputs: Disk /dev/sda: 3000.6 GB, 3000592982016 bytes 255 heads, 63 sectors/track, 364801 cylinders, total 5860533168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/sda1 1 4294967295 2147483647+ ee GPT Partition 1 does not start on physical sector boundary. I just don't know what to make of all this and am not sure how I can make it use all 2.73TBs. Thanks in advance for any help. EDIT-- Yes I did make changes to the LVM Config, but it didnt do anything. As requested, output of parted -l /dev/sda Model: ATA WDC WD30EFRX-68A (scsi) Disk /dev/sda: 3001GB Sector size (logical/physical): 512B/4096B Partition Table: gpt Number Start End Size File system Name Flags 1 1049kB 2097kB 1049kB bios_grub 2 2097kB 258MB 256MB ext2 3 258MB 3001GB 3000GB lvm Model: ATA WDC WD30EFRX-68A (scsi) Disk /dev/sdb: 3001GB Sector size (logical/physical): 512B/4096B Partition Table: msdos Number Start End Size Type File system Flags Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/DeathStar--vg-swap_1: 4022MB Sector size (logical/physical): 512B/4096B Partition Table: loop Number Start End Size File system Flags 1 0.00B 4022MB 4022MB linux-swap(v1) Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/DeathStar--vg-root: 2969GB Sector size (logical/physical): 512B/4096B Partition Table: loop Number Start End Size File system Flags 1 0.00B 2969GB 2969GB ext4

    Read the article

  • Unable to find good parameters for behavior of a puck in Farseer

    - by Krumelur
    EDIT: I have tried all kinds of variations now. The last one was to adjust the linear velocity in each step: newVel = oldVel * 0.9f - all of this including your proposals kind of work, however in the end if the velocity is little enough, the puck sticks to the wall and slides either vertically or horizontally. I can't get rid of this behavior. I want it to bounce, no matter how slow it is. Retitution is 1 for all objects, Friction is 0 for all. There is no gravity. What am I possibly doing wrong? In my battle to learn and understand Farseer I'm trying to setup a simple Air Hockey like table with a puck on it. The table's border body is made up from: Vertices aBorders = new Vertices( 4 ); aBorders.Add( new Vector2( -fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, -fHalfHeight ) ); aBorders.Add( new Vector2( -fHalfWidth, -fHalfHeight ) ); FixtureFactory.AttachLoopShape( aBorders, this ); this.CollisionCategories = Category.All; this.CollidesWith = Category.All; this.Position = Vector2.Zero; this.Restitution = 1f; this.Friction = 0f; The puck body is defined with: FixtureFactory.AttachCircle( DIAMETER_PHYSIC_UNITS / 2f, 0.5f, this ); this.Restitution = 0.1f; this.Friction = 0.5f; this.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; this.LinearDamping = 0.5f; this.Mass = 0.2f; I'm applying a linear force to the puck: this.oPuck.ApplyLinearImpulse( new Vector2( 1f, 1f ) ); The problem is that the puck and the walls appear to be sticky. This means that the puck's velocity drops to zero to quickly below a certain velocity. The puck gets reflected by the walls a couple of times and then just sticks to the left wall and continues sliding downwards the left wall. This looks very unrealistic. What I'm really looking for is that a puck-wall-collision does slow down the puck only a tiny little bit. After tweaking all values left and right I was wondering if I'm doing something wrong. Maybe some expert can comment on the parameters?

    Read the article

  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

    Read the article

< Previous Page | 8 9 10 11 12 13 14 15 16 17 18 19  | Next Page >