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  • kubuntu - what's the best smplayer configuration for best quality in hd movies (mkv)

    - by Frank
    I have ubuntu x64 13.04 with kde 4.11 and smplayer v0.8.6 and the last mplayer version from ppa. I have ATI video card HD6870 MSI with fglrx driver v13.4. My kde settings are: Composition mode: Opengl 3.1 graphic system qt: Raster scaling mode: precise Vsync: auto So what's the best configuration for quality over performace in smplayer according to my system specs? For example what do I have to set for the following options? enable postprocessing by default and postprocessing quality output driver Deinterlacing method software equalizer direct rendering double buffering draw video using slices threads for decoding (MPEG-1/2 and H.264 only loop filter use CoreAVC Thanks

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  • Updating a database connection password using a script

    - by Tim Dexter
    An interesting customer requirement that I thought was worthy of sharing today. Thanks to James for the requirement and Bryan for the proposed solution and me for testing the solution and proving it works :0) A customers implementation of Sarbanes Oxley requires them to change all database account passwords every 90 days. This is scripted leveraging shell scripts today for most of their environments. But how can they manage the BI Publisher connections? Now, the customer is running 11g and therefore using weblogic on the middle tier, which is the first clue to Bryans proposed solution. To paraphrase and embellish Bryan's solution a little; why not use a JNDI connection from BIP to the database. Then employ the web logic scripting engine to make updates to the JNDI as needed? BIP is completely uninvolved and with a little 'timing' users will be completely unaware of the password updates i.e. change the password when reports are not being executed. Perfect! James immediately tracked down the WLST script that could be used here, http://middlewaremagic.com/weblogic/?p=4261 (thanks Ravish) Now it was just a case of testing the theory. Some steps: Create the JNDI connection in WLS Create the JNDI connection in BI Publisher pointing to the WLS connection Build new data models using or re-point data sources to use the JNDI connection. Create the WLST script to update the WLS JNDI password as needed. Test! Some details. Creating the JNDI connection in web logic is pretty straightforward. Log into hte console and look for Data Sources under the Services section of the home page and click it Click New >> Generic Datasource Give the connection a name. For the JNDI name, prefix it with 'jdbc/' so I have 'jdbc/localdb' - this name is important you'll need it on the BIP side. Select your db type - this will influence the drivers and information needed on the next page. Being a company man, Im using an Oracle db. Click Next Select the driver of choice, theres lots I know, you can read about them I just chose 'Oracle's Driver (Thin) for Instance connections; Versions 9.0.1 and later' Click Next >> Next Fill out the db name (SID), server, port, username to connect and password >> Next Test the config to ensure you can connect. >> Next Now you need to deploy the connection to your BI server, select it and click Next. You're done with the JNDI config. Creating the JNDI connection on the Publisher side is covered here. Just remember to the connection name you created in WLS e.g. 'jdbc/localdb' Not gonna tell you how to do this, go read the user guide :0) Suffice to say, it works. This requires a little reading around the subject to understand the scripting engine and how to execute scripts. Nicely covered here. However a bit of googlin' and I found an even easier way of running the script. ${ServerHome}/common/bin/wlst.sh updatepwd.py Where updatepwd.py is my script file, it can be in another directory. As part of the wlst.sh script your environment is set up for you so its very simple to execute. The nitty gritty: Need to take Ravish's script above and create a file with a .py extension. Its going to need some modification, as he explains on the web page, to make it work in your environment. I played around with it for a while but kept running into errors. The script as is, tries to loop through all of your connections and modify the user and passwords for each. Not quite what we are looking for. Remember our requirement is to just update the password for a given connection. I also found another issue with the script. WLS 10.x does not allow updates to passwords using clear type ie un-encrypted text while the server is in production mode. Its a bit much to set it back to developer mode bounce it, change the passwords and then bounce and then change back to production and bounce again. After lots of messing about I finally came up with the following: ############################################################################# # # Update password for JNDI connections # ############################################################################# print("*** Trying to Connect.... *****") connect('weblogic','welcome1','t3://localhost:7001') print("*** Connected *****") edit() startEdit() print ("*** Encrypt the password ***") en = encrypt('hr') print "Encrypted pwd: ", en print ("*** Changing pwd for LocalDB ***") dsName = 'LocalDB' print 'Changing Password for DataSource ', dsName cd('/JDBCSystemResources/'+dsName+'/JDBCResource/'+dsName+'/JDBCDriverParams/'+dsName) set('PasswordEncrypted',en) save() activate() Its pretty simple and you can expand on it to loop through the data sources and change each as needed. I have hardcoded the password into the file but you can pass it as a parameter as needed using the properties file method. Im not going to get into the detail of that here but its covered with an example here. Couple of points to note: 1. The change to the password requires a server bounce to get the changes picked up. You can add that to the shell script you will use to call the script above. 2. The script above needs to be run from the MW_HOME\user_projects\domains\bifoundation_domain directory to get the encryption libraries set correctly. My command to run the whole script was: d:\oracle\bi_mw\wlserver_10.3\common\bin\wlst.cmd updatepwd.py - where wlst.cmd is the scripting command line and updatepwd.py was my update password script above. I have not quite spoon fed everything you need to make it a robust script but at least you know you can do it and you can work out the rest I think :0)

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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  • How to install Ubuntu over http in virtual manager?

    - by Bond
    Hi, I am having a situation where I can not use a CD or PxE boot or wubi to install.I need to necessarily do an http install of Ubuntu.I am basically trying to create a guest OS in a virtualization setup on Xen on a non VT hardware. On a non VT hardware the virt-manager does not allow to install from local ISO or PXE even the only option is via a URL on http:// Here is what I did: 1) Download ubuntu 10.04 32 bit ISO 2) Kept it in /var/www (apache2 is running) 3) renamed it to ubuntu.iso and when I reached a stage where installation begins I gave path hxxp://localhost/ubuntu.iso but I got an error any installable distribution not found. 4) After this I did mkdir /var/www/sk mount -t iso9660 /var/www/ubuntu.iso /var/www/sk -o loop and this time during the installation I gave path http://localhost/sk I was able to see the contents in browser http://localhost/sk which you will see in a normal CD. But beginning installation I got same error ValueError: Could not find an installable distribution at 'http://localhost/sk So I want to just confirm if http install is done only this way or some other way because the installation is not proceeding.

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  • LINQ Style preference

    - by Erin
    I have come to use LINQ in my every day programming a lot. In fact, I rarely, if ever, use an explicit loop. I have, however, found that I don't use the SQL like syntax anymore. I just use the extension functions. So rather then saying: from x in y select datatransform where filter I use: x.Where(c => filter).Select(c => datatransform) Which style of LINQ do you prefer and what are others on your team are comfortable with?

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  • Which of these algorithms is best for my goal?

    - by JonathonG
    I have created a program that restricts the mouse to a certain region based on a black/white bitmap. The program is 100% functional as-is, but uses an inaccurate, albeit fast, algorithm for repositioning the mouse when it strays outside the area. Currently, when the mouse moves outside the area, basically what happens is this: A line is drawn between a pre-defined static point inside the region and the mouse's new position. The point where that line intersects the edge of the allowed area is found. The mouse is moved to that point. This works, but only works perfectly for a perfect circle with the pre-defined point set in the exact center. Unfortunately, this will never be the case. The application will be used with a variety of rectangles and irregular, amorphous shapes. On such shapes, the point where the line drawn intersects the edge will usually not be the closest point on the shape to the mouse. I need to create a new algorithm that finds the closest point to the mouse's new position on the edge of the allowed area. I have several ideas about this, but I am not sure of their validity, in that they may have far too much overhead. While I am not asking for code, it might help to know that I am using Objective C / Cocoa, developing for OS X, as I feel the language being used might affect the efficiency of potential methods. My ideas are: Using a bit of trigonometry to project lines would work, but that would require some kind of intense algorithm to test every point on every line until it found the edge of the region... That seems too resource intensive since there could be something like 200 lines that would have each have to have as many as 200 pixels checked for black/white.... Using something like an A* pathing algorithm to find the shortest path to a black pixel; however, A* seems resource intensive, even though I could probably restrict it to only checking roughly in one direction. It also seems like it will take more time and effort than I have available to spend on this small portion of the much larger project I am working on, correct me if I am wrong and it would not be a significant amount of code (100 lines or around there). Mapping the border of the region before the application begins running the event tap loop. I think I could accomplish this by using my current line-based algorithm to find an edge point and then initiating an algorithm that checks all 8 pixels around that pixel, finds the next border pixel in one direction, and continues to do this until it comes back to the starting pixel. I could then store that data in an array to be used for the entire duration of the program, and have the mouse re-positioning method check the array for the closest pixel on the border to the mouse target position. That last method would presumably execute it's initial border mapping fairly quickly. (It would only have to map between 2,000 and 8,000 pixels, which means 8,000 to 64,000 checked, and I could even permanently store the data to make launching faster.) However, I am uncertain as to how much overhead it would take to scan through that array for the shortest distance for every single mouse move event... I suppose there could be a shortcut to restrict the number of elements in the array that will be checked to a variable number starting with the intersecting point on the line (from my original algorithm), and raise/lower that number to experiment with the overhead/accuracy tradeoff. Please let me know if I am over thinking this and there is an easier way that will work just fine, or which of these methods would be able to execute something like 30 times per second to keep mouse movement smooth, or if you have a better/faster method. I've posted relevant parts of my code below for reference, and included an example of what the area might look like. (I check for color value against a loaded bitmap that is black/white.) // // This part of my code runs every single time the mouse moves. // CGPoint point = CGEventGetLocation(event); float tX = point.x; float tY = point.y; if( is_in_area(tX,tY, mouse_mask)){ // target is inside O.K. area, do nothing }else{ CGPoint target; //point inside restricted region: float iX = 600; // inside x float iY = 500; // inside y // delta to midpoint between iX,iY and tX,tY float dX; float dY; float accuracy = .5; //accuracy to loop until reached do { dX = (tX-iX)/2; dY = (tY-iY)/2; if(is_in_area((tX-dX),(tY-dY),mouse_mask)){ iX += dX; iY += dY; } else { tX -= dX; tY -= dY; } } while (abs(dX)>accuracy || abs(dY)>accuracy); target = CGPointMake(roundf(tX), roundf(tY)); CGDisplayMoveCursorToPoint(CGMainDisplayID(),target); } Here is "is_in_area(int x, int y)" : bool is_in_area(NSInteger x, NSInteger y, NSBitmapImageRep *mouse_mask){ NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSUInteger pixel[4]; [mouse_mask getPixel:pixel atX:x y:y]; if(pixel[0]!= 0){ [pool release]; return false; } [pool release]; return true; }

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  • Prefer algorithms to hand-written loops?

    - by FredOverflow
    Which of the following to you find more readable? The hand-written loop: for (std::vector<Foo>::const_iterator it = vec.begin(); it != vec.end(); ++it) { bar.process(*it); } Or the algorithm invocation: #include <algorithm> #include <functional> std::for_each(vec.begin(), vec.end(), std::bind1st(std::mem_fun_ref(&Bar::process), bar)); I wonder if std::for_each is really worth it, given such a simple example already requires so much code. What are your thoughts on this matter?

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  • How do I simplify terrain with tunnels or overhangs?

    - by KKlouzal
    I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but what about terrain with overhangs or tunnels? How should I represent such a mesh in a quadtree? After the initial generation, each mesh is roughly 130,000 polygons and about 300 of these meshes are lined up to create the surface of a planetary body. A fully generated planet is upwards of 10,000,000 polygons before applying any culling to the individual meshes. Therefore, this second optimization is vital for the project. The rest of my confusion focuses around my inexperience with vertex data: How do I properly loop through the vertex data to group them into specific quads? How do I conclude from vertex data what a quad's maximum size should be? How many quads should the quadtree include?

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  • Runtime analysis

    - by Joe Smith
    can someone please help me with the analysis of the following function (for inputs of size n). The part that confuses me the most is the inner for loop. def prefix_sums(L): # Total cost = ? pSum = [] #cost = 1 for a in range(len(L)+1): # range + body of function = (n+1) + (n+1)*(body) ? s = 0 #cost = 1 for b in range(a): # cost = ? s = s + L[b] #cost = operation + accessing list = 2 pSum.append(s) #cost = 1 return pSum #cost = 1 What I need to do is figure out the cost of each statement.

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  • Scripting Part 1

    - by rbishop
    Dynamic Scripting is a large topic, so let me get a couple of things out of the way first. If you aren't familiar with JavaScript, I can suggest CodeAcademy's JavaScript series. There are also many other websites and books that cover JavaScript from every possible angle.The second thing we need to deal with is JavaScript as a programming language versus a JavaScript environment running in a web browser. Many books, tutorials, and websites completely blur these two together but they are in fact completely separate. What does this really mean in relation to DRM? Since DRM isn't a web browser, there are no document, window, history, screen, or location objects. There are no events like mousedown or click. Trying to call alert('hello!') in DRM will just cause an error. Those concepts are all related to an HTML document (web page) and are part of the Browser Object Model or Document Object Model. DRM has its own object model that exposes DRM-related objects. In practice, feel free to use those sorts of tutorials or practice within your browser; Many of the concepts are directly translatable to writing scripts in DRM. Just don't try to call document.getElementById in your property definition!I think learning by example tends to work the best, so let's try getting a list of all the unique property values for a given node and its children. var uniqueValues = {}; var childEnumerator = node.GetChildEnumerator(); while(childEnumerator.MoveNext()) { var propValue = childEnumerator.GetCurrent().PropValue("Custom.testpropstr1"); print(propValue); if(propValue != null && propValue != '' && !uniqueValues[propValue]) uniqueValues[propValue] = true; } var result = ''; for(var value in uniqueValues){ result += "Found value " + value + ","; } return result;  Now lets break this down piece by piece. var uniqueValues = {}; This declares a variable and initializes it as a new empty Object. You could also have written var uniqueValues = new Object(); Why use an object here? JavaScript objects can also function as a list of keys and we'll use that later to store each property value as a key on the object. var childEnumerator = node.GetChildEnumerator(); while(childEnumerator.MoveNext()) { This gets an enumerator for the node's children. The enumerator allows us to loop through the children one by one. If we wanted to get a filtered list of children, we would instead use ChildrenWith(). When we reach the end of the child list, the enumerator will return false for MoveNext() and that will stop the loop. var propValue = childEnumerator.GetCurrent().PropValue("Custom.testpropstr1"); print(propValue); if(propValue != null && propValue != '' && !uniqueValues[propValue]) uniqueValues[propValue] = true; } This gets the node the enumerator is currently pointing at, then calls PropValue() on it to get the value of a property. We then make sure the prop value isn't null or the empty string, then we make sure the value doesn't already exist as a key. Assuming it doesn't we add it as a key with a value (true in this case because it makes checking for an existing value faster when the value exists). A quick word on the print() function. When viewing the prop grid, running an export, or performing normal DRM operations it does nothing. If you have a lot of print() calls with complicated arguments it can slow your script down slightly, but otherwise has no effect. But when using the script editor, all the output of print() will be shown in the Warnings area. This gives you an extremely useful debugging tool to see what exactly a script is doing. var result = ''; for(var value in uniqueValues){ result += "Found value " + value + ","; } return result; Now we build a string by looping through all the keys in uniqueValues and adding that value to our string. The last step is to simply return the result. Hopefully this small example demonstrates some of the core Dynamic Scripting concepts. Next time, we can try checking for node references in other hierarchies to see if they are using duplicate property values.

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  • What if we run out of stack space in C# or Python?

    - by dotneteer
    Supposing we are running a recursive algorithm on a very large data set that requires, say, 1 million recursive calls. Normally, one would solve such a large problem by converting recursion to a loop and a stack, but what if we do not want to or cannot rewrite the algorithm? Python has the sys.setrecursionlimit(int) method to set the number of recursions. However, this is only part of the story; the program can still run our of stack space. C# does not have a equivalent method. Fortunately, both C# and Python have option to set the stack space when creating a thread. In C#, there is an overloaded constructor for the Thread class that accepts a parameter for the stack size: Thread t = new Thread(work, stackSize); In Python, we can set the stack size by calling: threading.stack_size(67108864) We can then run our work under a new thread with increased stack size.

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  • Move site from one tld to another

    - by Amol Ghotankar
    If we want to move site from say xyz.com to xyz.org. What all things we need to do to make sure seo works fine. I am doing something like Point both xyz.com and xyz.org to same ip where my site is working Use cannonical url to have xyz.org/* instead of xyz.com/* Add site to webmaster and make a change request. But problem is we are not able to 301 redirect from xyz.com to xyz.org as both are on same i/p and doing so is causing redirect loop and error. How to fix this? Please help.

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  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

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  • Narrow-phase collision detection algorithms

    - by Marian Ivanov
    There are three phases of collision detection. Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop. Narrowphase: Determines whether they collide, and sometimes, how, no false positives Resolution: Resolves the collision. The question I'm asking is about the narrowphase. There are multiple algorithms, differing in complexity and accuracy. Hitbox intersection: This is an a-posteriori algorithm, that has the lowest complexity, but also isn't too accurate, Color intersection: Hitbox intersection for each pixel, a-posteriori, pixel-perfect, not accuratee in regards to time, higher complexity Separating axis theorem: This is used more often, accurate for triangles, however, a-posteriori, as it can't find the edge, when taking last frame in account, it's more stable Linear raycasting: A-priori algorithm, useful for semi-realistic-looking physics, finds the intersection point, even more accurate than SAT, but with more complexity Spline interpolation: A-priori, even more accurate than linear rays, even more coplexity. There are probably many more that I've forgot about. The question is, in when is it better to use SAT, when rays, when splines, and whether there is anything better.

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  • Loops, Recursion and Memoization in JavaScript

    - by Ken Dason
    Originally posted on: http://geekswithblogs.net/kdason/archive/2013/07/25/loops-recursion-and-memoization-in-javascript.aspxAccording to Wikipedia, the factorial of a positive integer n (denoted by n!) is the product of all positive integers less than or equal to n. For example, 5! = 5 x 4 x 3 x 2 x 1 = 120. The value of 0! is 1. We can use factorials to demonstrate iterative loops and recursive functions in JavaScript.  Here is a function that computes the factorial using a for loop: Output: Time Taken: 51 ms Here is the factorial function coded to be called recursively: Output: Time Taken: 165 ms We can speed up the recursive function with the use of memoization.  Hence,  if the value has previously been computed, it is simply returned and the recursive call ends. Output: Time Taken: 17 ms

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  • Trying to detect collision between two polygons using Separating Axis Theorem

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(vertices[0]); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(vertices[i]); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if( other.x <= y || other.y >= x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

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  • Exclude category from Wordpress home page unless it belongs to another category

    - by sirlancelot
    I have multiple users adding content to restricted categories (using RoleScoper) in my Wordpress setup that don't show up on the homepage (custom template with query_posts()). I'm looking for a way to "promote" the submitted content to the homepage by adding it to another category. My loop code looks like this: <?php query_posts($query_string . '&cat=-37'); if (have_posts()): while (have_posts()): the_post(); ?> This will exclude all posts in category 37. However, even if I add the post to a different category it still gets excluded. Is there a way to exclude a post if it belongs to just that one category?

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  • Fiscal Cliff

    - by Carolyn Cozart
    As December 31, 2012 quickly approaches, so does the deadline to extend the Bush Era Tax Cuts which were extended under the Budget Control Act of 2011.  PeopleSoft realizes that there may be some customer anxiety over the delayed withholding tables. PeopleSoft is unable to move forward with delivering the tax changes until we get the official ruling and withholding tables from the IRS.  Please be assured that our legislative analysts are in the loop and are monitoring this situation daily.  Any changes will be included in a special posting. We have created a Knowledge Document in My Oracle Support, Document ID 1332295.1 to keep you up to date on the pending changes.

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  • Error in my Separating Axis Theorem collision code

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; int x; int y; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } public void update(int xPos, int yPos){ x = xPos; y = yPos; } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(new Vect(vertices[0].x+x, vertices[0].y+y)); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(new Vect(vertices[i].x+x, vertices[i].y+y)); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if(y > other.x && other.y > x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • What does ENDOFMENU do?

    - by Raymond
    I have been given an example program, I am wondering what exactly the <<ENDOFMENU and ENDOFMENU does, won't it work the same if you leave it out and just use the while loop? #!/bin/sh echo "Menu test program..."; stop=0; while test $stop -eq 0; do cat<<ENDOFMENU 1: print the date 2,3 : print the current working directory 4: exit ENDOFMENU echo; echo -e "your choice?\c" read reply echo case $reply in "1") date ;; "2"|"3") pwd ;; "4") stop=1 ;; *) echo illegal choice esac done

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  • Solving 2D Collision Detection Issues with Relative Velocities

    - by Jengerer
    Imagine you have a situation where two objects are moving parallel to one-another and are both within range to collide with a static wall, like this: A common method used in dynamic collision detection is to loop through all objects in arbitrary order, solve for pair-wise collision detection using relative velocities, and then move the object to the nearest collision, if any. However, in this case, if the red object is checked first against the blue one, it would see that the relative velocity to the blue object is -20 m/s (and would thereby not collide this time frame). Then it would see that the red object would collide with the static wall, and the solution would be: And the red object passes through the blue one. So it appears to be a matter of choosing the right order in which you check collisions; but how can you determine which order is correct? How can this passing through of objects be avoided? Is ignoring relative velocity and considering every object as static during pair-wise checks a better idea for this reason?

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  • Why ISO master (editor) does not read Windows images

    - by Jacek Blocki
    I have the followjng problem with ISO master software: I try to edit WIndows 7 ISO image $ isomaster windows7.iso The file does open, unfortunately all I get is README with message: This disc contains a "UDF" file system and requires an operating system that supports the ISO-13346 "UDF" file system specification. isomaster comes form Ubuntu repository, I am using 12.04. The system has kernel support for UDF installed, I can mount above ISO (mount -o loop) and see its content read only. Any idea how to fix it? Using other than isomaster tool is also an option. Regards, Jacek

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  • Beginners Guide to Visual Studio LightSwitch makes it easy to take a closer look

    - by Jim Duffy
    Following up on my most recent post about LightSwitch I thought I’d keep you in the loop on a valuable LightSwitch resource. The Beginners Guide to Visual Studio LightSwitch provides a jump start to get you and the department-level-typical-Access-application-developing-power-user rolling with LightSwitch in no time. The guide is broken down into 4 easy to follow parts. Beginners Guide to Visual Studio LightSwitch (Part – 1) – Working with New Data Entry Screen Beginners Guide to Visual Studio LightSwitch (Part – 2) – Working with Search Screen Beginners Guide to Visual Studio LightSwitch (Part – 3) – Working with Editable DataGrid Screen Beginners Guide to Visual Studio LightSwitch (Part – 4) – Working with List and Details Screen I mentioned it in my prior post but don’t forget to check out Beth Massi’s blog for additional information on Visual Studio LightSwitch. Have a day.

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  • Implementing a bit shift using AND, NOT, ADD [closed]

    - by fdart17
    I'm implementing a 16-bit left bit shift by r bits, and I only have access to AND, NOT and ADD. There are 3 condition codes, negative, zero and positive, which are set when you use any of these operations. How I went about it was : (1) And the number with 1000 0000 0000 0000 to set condition codes to positive if the most significant bit is 1. (2) Add the number with itself. This shifts bits one to the left. (3) If the MSB was 1, add 1 to the result. (4) Loop threw (1)-(3) r times. I'm wondering if anyone has any hints to some more efficient methods? Thanks!

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