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  • SQLAuthority News – SQL Server Technical Article – The Data Loading Performance Guide

    - by pinaldave
    The white paper describes load strategies for achieving high-speed data modifications of a Microsoft SQL Server database. “Bulk Load Methods” and “Other Minimally Logged and Metadata Operations” provide an overview of two key and interrelated concepts for high-speed data loading: bulk loading and metadata operations. After this background knowledge, white paper describe how these methods can be [...]

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  • How To Skip Commercials in Windows 7 Media Center

    - by DigitalGeekery
    If you use Windows 7 Media Center to record live TV, you’re probably interested in skipping through commercials. After all, a big reason to record programs is to avoid commercials, right? Today we focus on a fairly simple and free way to get you skipping commercials in no time. In Windows 7, the .wtv file format has replaced the dvr-ms file format used in previous versions of Media Center for Recorded TV. The .wtv file format, however, does not work very well with commercial skipping applications.  The Process Our first step will be to convert the recorded .wtv files to the previously used dvr-ms file format. This conversion will be done automatically by WtvWatcher. It’s important to note that this process deletes the original .wtv file after successfully converting to .dvr-ms. Next, we will use DVRMSToolBox with the DTB Addin to handle commercials skipping. This process does not “cut” or remove the commercials from the file. It merely skips the commercials during playback. WtvWatcher Download and install the WTVWatcher (link below). To install WtvWatcher, you’ll need to have Windows Installer 3.1 and .NET Framework 3.5 SP1. If you get the Publisher cannot be verified warning you can go ahead and click Install. We’ve completely tested this app and it contains no malware and runs successfully.   After installing, the WtvWatcher will pop up in the lower right corner of your screen. You will need to set the path to your Recorded TV directory. Click on the button for “Click here to set your recorded TV path…”   The WtvWatcher Preferences window will open…   …and you’ll be prompted to browse for your Recorded TV folder. If you did not change the default location at setup, it will be found at C:\Users\Public\Recorded TV. Click “OK” when finished. Click the “X” to close the Preferences screen. You should now see WtvWatcher begin to convert any existing WTV files.   The process should only take a few minutes per file. Note: If WtvWatcher detects an error during the conversion process, it will not delete the original WTV file.    You will probably want to run WtvWatcher on startup. This will allow WtvWatcher too constantly scan for new .wtv files to convert. There is no setting in the application to run on startup, so you’ll need to copy the WTV icon from your desktop into your Windows start menu “Startup” directory. To do so, click on Start > All Programs, right-click on Startup and click on Open all users. Drag and drop, or cut and paste, the WtvWatcher desktop shortcut into the Startup folder. DVRMSToolBox and DTBAddIn Next, we need to download and install the DVRMSToolBox and the DTBAddIn. These two pieces of software will do the actual commercial skipping. After downloading the DVRMSToolBox zip file, extract it and double-click the setup.exe file.  Click “Next” to begin the installation.   Unless DVRMSToolBox will only be used by Administrator accounts, check the “Modify File Permissions” box. Click “Next.” When you get to the Optional Components window, uncheck Download/Install ShowAnalyzer. We will not be using that application. When the installation is complete, click “Close.”    Next we need to install the DTBAddin. Unzip the download folder and run the appropriate .msi file for your system. It is available in 32 & 64 bit versions. Just double click on the file and take the default options. Click “Finish” when the install is completed. You will then be prompted to restart your computer. After your computer has restarted, open DVRMSToolBox settings by going to Start > All Programs, DVRMSToolBox, and click on DVRMStoMPEGSettings. On the MC Addin tab, make sure that Skip Commercials is checked. It should be by default.   On the Commercial Skip tab, make sure the Auto Skip option is selected. Click “Save.”   If you try to watch recorded TV before the file conversion and commercial indexing process is complete you’ll get the following message pop up in Media Center. If you click Yes, it will start indexing the commercials if WtvWatcher has already converted it to dvr-ms. Now you’re ready to kick back and watch your recorded tv without having to wait through those long commercial breaks. Conclusion The DVRMSToolBox is a powerful and complex application with a multitude of features and utilities. We’ve showed you a quick and easy way to get your Windows Media Center setup to skip commercials. This setup, like virtually all commercial skipping setups, is not perfect. You will occasionally find a commercial that doesn’t get skipped. Need help getting your Windows 7 PC configured for TV? Check out our previous tutorial on setting up live TV in Windows Media Center. Links Download WTV Watcher Download DVRMSToolBox Download DTBAddin Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Increase Skip and Replay Intervals in Windows 7 Media CenterSchedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7Add Color Coding to Windows 7 Media Center Program Guide TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier Design Your Web Pages Using the Golden Ratio Worldwide Growth of the Internet How to Find Your Mac Address Use My TextTools to Edit and Organize Text

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  • MacBook Pro Late 2009 SATA Resets, Slowness

    - by A Student at a University
    My MacBook Pro runs slower the longer it's on. I am getting kernel warnings. The resets correlate with AC power connects and disconnects. I don't know if the warnings do. (How do I tell?) Are these bus CRC errors? Or something else? Can this damage the drive or corrupt data? What is it seeing that motivates these? 02:37:16 :[ 0.791992] ahci 0000:00:0b.0: PCI INT A -> Link[LSI0] -> GSI 20 (level, low) -> IRQ 20 02:37:16 :[ 0.792053] ahci 0000:00:0b.0: controller can't do PMP, turning off CAP_PMP 02:37:16 :[ 0.792104] ahci 0000:00:0b.0: AHCI 0001.0200 32 slots 6 ports 1.5 Gbps 0x3 impl IDE mode 02:37:16 :[ 0.792107] ahci 0000:00:0b.0: flags: 64bit ncq sntf pm led pio slum part boh 02:37:16 :[ 0.813473] scsi0 : ahci 02:37:16 :[ 0.823340] scsi1 : ahci 02:37:16 :[ 0.848164] ata1: SATA max UDMA/133 abar m8192@0xe7484000 port 0xe7484100 irq 43 02:37:16 :[ 0.848166] ata2: SATA max UDMA/133 abar m8192@0xe7484000 port 0xe7484180 irq 43 02:37:16 :[ 1.190132] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:16 :[ 1.190153] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:16 :[ 1.213568] ata1.00: ATA-8: OCZ-VERTEX2, 1.23, max UDMA/133 02:37:16 :[ 1.213572] ata1.00: 195371568 sectors, multi 1: LBA48 NCQ (depth 31/32) 02:37:16 :[ 1.227293] ata2.00: ATA-8: ST9500420ASG, 0002SDM1, max UDMA/133 02:37:16 :[ 1.227297] ata2.00: 976773168 sectors, multi 16: LBA48 NCQ (depth 31/32) 02:37:16 :[ 1.229570] ata2.00: configured for UDMA/133 02:37:16 :[ 1.240133] ata2: hard resetting link 02:37:16 :[ 1.260738] ata1.00: configured for UDMA/133 02:37:16 :[ 1.280122] ata1: hard resetting link 02:37:16 :[ 1.470125] usb 2-5: new high speed USB device using ehci_hcd and address 3 02:37:16 :[ 1.550165] firewire_core: created device fw0: GUID 58b035fffea99f5c, S800 02:37:16 :[ 1.631306] Initializing USB Mass Storage driver... 02:37:16 :[ 1.631392] scsi6 : usb-storage 2-5:1.0 02:37:16 :[ 1.631454] usbcore: registered new interface driver usb-storage 02:37:16 :[ 1.631455] USB Mass Storage support registered. 02:37:16 :[ 1.960128] usb 4-1: new full speed USB device using ohci_hcd and address 2 02:37:16 :[ 1.990101] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:16 :[ 1.994215] ata2.00: configured for UDMA/133 02:37:16 :[ 1.994220] ata2: EH complete 02:37:16 :[ 2.030097] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:16 :[ 2.090773] ata1.00: configured for UDMA/133 02:37:16 :[ 2.090778] ata1: EH complete 02:37:16 :[ 2.090931] scsi 0:0:0:0: Direct-Access ATA OCZ-VERTEX2 1.23 PQ: 0 ANSI: 5 02:37:16 :[ 2.091045] sd 0:0:0:0: Attached scsi generic sg0 type 0 02:37:16 :[ 2.091121] sd 0:0:0:0: [sda] 195371568 512-byte logical blocks: (100 GB/93.1 GiB) 02:37:16 :[ 2.091159] scsi 1:0:0:0: Direct-Access ATA ST9500420ASG 0002 PQ: 0 ANSI: 5 02:37:16 :[ 2.091163] sd 0:0:0:0: [sda] Write Protect is off 02:37:16 :[ 2.091183] sd 0:0:0:0: [sda] Write cache: enabled, read cache: enabled, doesn't support DPO or FUA 02:37:16 :[ 2.091252] sd 1:0:0:0: Attached scsi generic sg1 type 0 02:37:16 :[ 2.091337] sda: 02:37:16 :[ 2.091446] sd 1:0:0:0: [sdb] 976773168 512-byte logical blocks: (500 GB/465 GiB) 02:37:16 :[ 2.091580] sd 1:0:0:0: [sdb] Write Protect is off 02:37:16 :[ 2.091637] sd 1:0:0:0: [sdb] Write cache: enabled, read cache: enabled, doesn't support DPO or FUA 02:37:16 :[ 2.091756] sdb: sda1 sda2 02:37:16 :[ 2.093140] sd 0:0:0:0: [sda] Attached SCSI disk 02:37:16 :[ 2.093505] sdb1 sdb2 sdb3 02:37:16 :[ 2.093773] sd 1:0:0:0: [sdb] Attached SCSI disk 02:37:16 :[ 2.693899] EXT4-fs (dm-0): mounted filesystem with ordered data mode. Opts: (null) 02:37:16 :[ 5.483492] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro 02:37:16 :[ 7.905040] EXT4-fs (dm-2): mounted filesystem with ordered data mode. Opts: (null) 02:37:25 :[ 19.553095] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:37:25 :[ 19.555266] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:37:25 :[ 19.641533] ata1: hard resetting link 02:37:25 :[ 19.642084] ata2: hard resetting link 02:37:26 :[ 20.392606] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:26 :[ 20.392610] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:26 :[ 20.396697] ata2.00: configured for UDMA/133 02:37:26 :[ 20.396703] ata2: EH complete 02:37:26 :[ 20.451491] ata1.00: configured for UDMA/133 02:37:26 :[ 20.451498] ata1: EH complete 02:37:30 :[ 24.563725] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:37:30 :[ 24.565939] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:37:30 :[ 24.627246] ata1: hard resetting link 02:37:30 :[ 24.632250] ata2: hard resetting link 02:37:31 :[ 25.372582] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:31 :[ 25.382615] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:31 :[ 25.386782] ata2.00: configured for UDMA/133 02:37:31 :[ 25.386788] ata2: EH complete 02:37:31 :[ 25.431668] ata1.00: configured for UDMA/133 02:37:31 :[ 25.431674] ata1: EH complete 02:45:54 :[ 529.141844] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:45:55 :[ 529.544529] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:45:55 :[ 529.622561] ata1: limiting SATA link speed to 1.5 Gbps 02:45:55 :[ 529.622583] ata1: hard resetting link 02:45:55 :[ 529.622609] ata2: limiting SATA link speed to 1.5 Gbps 02:45:55 :[ 529.622624] ata2: hard resetting link 02:45:56 :[ 530.380135] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:45:56 :[ 530.380157] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:45:56 :[ 530.384305] ata2.00: configured for UDMA/133 02:45:56 :[ 530.384314] ata2: EH complete 02:45:56 :[ 530.399225] ata1.00: configured for UDMA/133 02:45:56 :[ 530.399233] ata1: EH complete 02:45:58 :[ 532.395990] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:45:58 :[ 532.518270] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:45:58 :[ 532.590983] ata1: hard resetting link 02:45:58 :[ 532.591045] ata2: hard resetting link 02:45:59 :[ 533.340147] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:45:59 :[ 533.340168] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:45:59 :[ 533.344416] ata2.00: configured for UDMA/133 02:45:59 :[ 533.344424] ata2: EH complete 02:45:59 :[ 533.360839] ata1.00: configured for UDMA/133 02:45:59 :[ 533.360847] ata1: EH complete 02:45:59 :[ 533.584449] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:45:59 :[ 533.586999] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:45:59 :[ 533.660132] ata2: hard resetting link 02:45:59 :[ 533.660151] ata1: hard resetting link 02:46:00 :[ 534.412536] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:00 :[ 534.412562] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:00 :[ 534.416768] ata2.00: configured for UDMA/133 02:46:00 :[ 534.416777] ata2: EH complete 02:46:00 :[ 534.431396] ata1.00: configured for UDMA/133 02:46:00 :[ 534.431401] ata1: EH complete 02:46:03 :[ 537.384649] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:46:03 :[ 537.504214] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:46:03 :[ 537.586002] ata1: hard resetting link 02:46:03 :[ 537.586036] ata2: hard resetting link 02:46:04 :[ 538.330147] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:04 :[ 538.330168] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:04 :[ 538.334389] ata2.00: configured for UDMA/133 02:46:04 :[ 538.334398] ata2: EH complete 02:46:04 :[ 538.343511] ata1.00: configured for UDMA/133 02:46:04 :[ 538.343519] ata1: EH complete 02:46:04 :[ 538.456413] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:46:04 :[ 538.459404] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:46:04 :[ 538.540138] ata1.00: limiting speed to UDMA/100:PIO4 02:46:04 :[ 538.540159] ata1: hard resetting link 02:46:04 :[ 538.540202] ata2.00: limiting speed to UDMA/100:PIO4 02:46:04 :[ 538.540220] ata2: hard resetting link 02:46:05 :[ 539.290054] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:05 :[ 539.290041] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:05 :[ 539.294100] ata2.00: configured for UDMA/100 02:46:05 :[ 539.294106] ata2: EH complete 02:46:05 :[ 539.314125] ata1.00: configured for UDMA/100 02:46:05 :[ 539.314132] ------------[ cut here ]------------ 02:46:05 :[ 539.314140] WARNING: at /build/buildd/linux-2.6.35/drivers/ata/libata-eh.c:3638 ata_eh_finish+0xdf/0xf0() 02:46:05 :[ 539.314144] Hardware name: MacBookPro5,3 02:46:05 :[ 539.314146] Modules linked in: michael_mic arc4 xt_multiport binfmt_misc rfcomm sco bnep l2cap parport_pc ppdev nvidia(P) ipt_REJECT xt_recent snd_hda_codec_cirrus xt_limit xt_tcpudp ipt_addrtype xt_state snd_hda_intel snd_hda_codec snd_hwdep snd_pcm snd_seq_midi applesmc led_class ip6table_filter lib80211_crypt_tkip snd_rawmidi snd_seq_midi_event ip6_tables input_polldev hid_apple snd_seq wl(P) snd_timer snd_seq_device snd joydev bcm5974 usbhid mbp_nvidia_bl uvcvideo btusb videodev v4l1_compat v4l2_compat_ioctl32 nf_nat_irc hid nf_conntrack_irc soundcore snd_page_alloc i2c_nforce2 coretemp lib80211 bluetooth nf_nat_ftp nf_nat nf_conntrack_ipv4 nf_defrag_ipv4 nf_conntrack_ftp nf_conntrack lp parport iptable_filter ip_tables x_tables usb_storage firewire_ohci firewire_core forcedeth crc_itu_t ahci libahci 02:46:05 :[ 539.314221] Pid: 202, comm: scsi_eh_0 Tainted: P 2.6.35-25-generic #44-Ubuntu 02:46:05 :[ 539.314224] Call Trace: 02:46:05 :[ 539.314233] [<ffffffff8106091f>] warn_slowpath_common+0x7f/0xc0 02:46:05 :[ 539.314237] [<ffffffff8106097a>] warn_slowpath_null+0x1a/0x20 02:46:05 :[ 539.314242] [<ffffffff813dc77f>] ata_eh_finish+0xdf/0xf0 02:46:05 :[ 539.314246] [<ffffffff813e441e>] sata_pmp_error_handler+0x2e/0x40 02:46:05 :[ 539.314256] [<ffffffffa00021bf>] ahci_error_handler+0x1f/0x90 [libahci] 02:46:05 :[ 539.314261] [<ffffffff813dd6d2>] ata_scsi_error+0x492/0x5e0 02:46:05 :[ 539.314266] [<ffffffff813b24cd>] scsi_error_handler+0x10d/0x190 02:46:05 :[ 539.314270] [<ffffffff813b23c0>] ? scsi_error_handler+0x0/0x190 02:46:05 :[ 539.314275] [<ffffffff8107f266>] kthread+0x96/0xa0 02:46:05 :[ 539.314280] [<ffffffff8100aee4>] kernel_thread_helper+0x4/0x10 02:46:05 :[ 539.314284] [<ffffffff8107f1d0>] ? kthread+0x0/0xa0 02:46:05 :[ 539.314288] [<ffffffff8100aee0>] ? kernel_thread_helper+0x0/0x10 02:46:05 :[ 539.314291] ---[ end trace 76dbffc2d5d49d9b ]--- 02:46:05 :[ 539.314296] ata1: EH complete 02:46:12 :[ 547.040117] ata1: hard resetting link 02:46:13 :[ 547.390144] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:13 :[ 547.408430] ata1.00: configured for UDMA/100 02:46:13 :[ 547.408438] ------------[ cut here ]------------ 02:46:13 :[ 547.408447] WARNING: at /build/buildd/linux-2.6.35/drivers/ata/libata-eh.c:3638 ata_eh_finish+0xdf/0xf0() 02:46:13 :[ 547.408451] Hardware name: MacBookPro5,3 02:46:13 :[ 547.408453] Modules linked in: michael_mic arc4 xt_multiport binfmt_misc rfcomm sco bnep l2cap parport_pc ppdev nvidia(P) ipt_REJECT xt_recent snd_hda_codec_cirrus xt_limit xt_tcpudp ipt_addrtype xt_state snd_hda_intel snd_hda_codec snd_hwdep snd_pcm snd_seq_midi applesmc led_class ip6table_filter lib80211_crypt_tkip snd_rawmidi snd_seq_midi_event ip6_tables input_polldev hid_apple snd_seq wl(P) snd_timer snd_seq_device snd joydev bcm5974 usbhid mbp_nvidia_bl uvcvideo btusb videodev v4l1_compat v4l2_compat_ioctl32 nf_nat_irc hid nf_conntrack_irc soundcore snd_page_alloc i2c_nforce2 coretemp lib80211 bluetooth nf_nat_ftp nf_nat nf_conntrack_ipv4 nf_defrag_ipv4 nf_conntrack_ftp nf_conntrack lp parport iptable_filter ip_tables x_tables usb_storage firewire_ohci firewire_core forcedeth crc_itu_t ahci libahci 02:46:13 :[ 547.408528] Pid: 202, comm: scsi_eh_0 Tainted: P W 2.6.35-25-generic #44-Ubuntu 02:46:13 :[ 547.408531] Call Trace: 02:46:13 :[ 547.408540] [<ffffffff8106091f>] warn_slowpath_common+0x7f/0xc0 02:46:13 :[ 547.408544] [<ffffffff8106097a>] warn_slowpath_null+0x1a/0x20 02:46:13 :[ 547.408549] [<ffffffff813dc77f>] ata_eh_finish+0xdf/0xf0 02:46:13 :[ 547.408553] [<ffffffff813e441e>] sata_pmp_error_handler+0x2e/0x40 02:46:13 :[ 547.408563] [<ffffffffa00021bf>] ahci_error_handler+0x1f/0x90 [libahci] 02:46:13 :[ 547.408567] [<ffffffff813dd6d2>] ata_scsi_error+0x492/0x5e0 02:46:13 :[ 547.408572] [<ffffffff813b24cd>] scsi_error_handler+0x10d/0x190 02:46:13 :[ 547.408577] [<ffffffff813b23c0>] ? scsi_error_handler+0x0/0x190 02:46:13 :[ 547.408582] [<ffffffff8107f266>] kthread+0x96/0xa0 02:46:13 :[ 547.408587] [<ffffffff8100aee4>] kernel_thread_helper+0x4/0x10 02:46:13 :[ 547.408591] [<ffffffff8107f1d0>] ? kthread+0x0/0xa0 02:46:13 :[ 547.408595] [<ffffffff8100aee0>] ? kernel_thread_helper+0x0/0x10 02:46:13 :[ 547.408598] ---[ end trace 76dbffc2d5d49d9c ]--- 02:46:13 :[ 547.408620] ata1: EH complete 02:46:13 :[ 547.562470] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:46:13 :[ 547.671380] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:46:13 :[ 547.738198] ata1.00: limiting speed to UDMA/33:PIO4 02:46:13 :[ 547.738218] ata1: hard resetting link 02:46:13 :[ 547.738274] ata2: hard resetting link 02:46:14 :[ 548.482561] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:14 :[ 548.484083] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:14 :[ 548.486809] ata2.00: configured for UDMA/100 02:46:14 :[ 548.486818] ata2: EH complete 02:46:14 :[ 548.498998] ata1.00: configured for UDMA/33 02:46:14 :[ 548.499004] ata1: EH complete 02:46:18 :[ 552.410499] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:46:18 :[ 552.522521] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:46:18 :[ 552.529684] ata1: hard resetting link 02:46:18 :[ 552.529723] ata2: hard resetting link 02:46:19 :[ 553.280059] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:19 :[ 553.280068] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:19 :[ 553.284141] ata2.00: configured for UDMA/100 02:46:19 :[ 553.284150] ata2: EH complete 02:46:19 :[ 553.301629] ata1.00: configured for UDMA/33 02:46:19 :[ 553.301637] ata1: EH complete 02:46:21 :[ 556.078830] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:46:21 :[ 556.180361] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:46:22 :[ 556.262612] ata1: hard resetting link 02:46:22 :[ 556.262617] ata2: hard resetting link 02:46:22 :[ 557.010050] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:22 :[ 557.010070] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:22 :[ 557.014069] ata2.00: configured for UDMA/100 02:46:22 :[ 557.014075] ata2: EH complete 02:46:22 :[ 557.023646] ata1.00: configured for UDMA/33 02:46:22 :[ 557.023654] ata1: EH complete 02:46:30 :[ 565.047438] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:46:30 :[ 565.051554] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:46:30 :[ 565.108332] ata1: hard resetting link 02:46:30 :[ 565.108389] ata2.00: limiting speed to UDMA/33:PIO4 02:46:30 :[ 565.108406] ata2: hard resetting link 02:46:31 :[ 565.850048] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:31 :[ 565.850068] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:31 :[ 565.854304] ata2.00: configured for UDMA/33 02:46:31 :[ 565.854313] ata2: EH complete 02:46:31 :[ 565.868477] ata1.00: configured for UDMA/33 02:46:31 :[ 565.868485] ata1: EH complete 02:46:35 :[ 569.265469] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:46:35 :[ 569.268139] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:46:35 :[ 569.340079] ata1: hard resetting link 02:46:35 :[ 569.340113] ata2: hard resetting link 02:46:35 :[ 570.092568] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:35 :[ 570.092589] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:35 :[ 570.096828] ata2.00: configured for UDMA/33 02:46:35 :[ 570.096837] ata2: EH complete 02:46:35 :[ 570.110727] ata1.00: configured for UDMA/33 02:46:35 :[ 570.110735] ata1: EH complete 02:47:04 :[ 598.528232] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:47:04 :[ 598.653973] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:47:04 :[ 598.730854] ata1: hard resetting link 02:47:04 :[ 598.730910] ata2: hard resetting link 02:47:05 :[ 599.480136] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:47:05 :[ 599.480159] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:47:05 :[ 599.484206] ata2.00: configured for UDMA/33 02:47:05 :[ 599.484213] ata2: EH complete 02:47:05 :[ 599.496699] ata1.00: configured for UDMA/33 02:47:05 :[ 599.496707] ata1: EH complete 04:45:59 :[ 7733.756548] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 04:45:59 :[ 7733.882748] EXT4-fs (dm-2): re-mounted. Opts: commit=0 04:45:59 :[ 7733.960142] ata1: hard resetting link 04:45:59 :[ 7733.960189] ata2: hard resetting link 04:46:00 :[ 7734.701926] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 04:46:00 :[ 7734.719939] ata1.00: configured for UDMA/33 04:46:00 :[ 7734.719946] ata1: EH complete 04:46:00 :[ 7734.722547] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 04:46:00 :[ 7734.726652] ata2.00: configured for UDMA/33 04:46:00 :[ 7734.726659] ata2: EH complete 04:46:02 :[ 7736.656465] ACPI: EC: GPE storm detected, transactions will use polling mode 13:38:49 :[39704.188621] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 13:38:49 :[39704.280588] EXT4-fs (dm-2): re-mounted. Opts: commit=600 13:38:49 :[39704.360819] ata1: hard resetting link 13:38:49 :[39704.360882] ata2: hard resetting link 13:38:50 :[39705.112956] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 13:38:50 :[39705.114435] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 13:38:50 :[39705.118673] ata2.00: configured for UDMA/33 13:38:50 :[39705.118682] ata2: EH complete 13:38:50 :[39705.127076] ata1.00: configured for UDMA/33 13:38:50 :[39705.127084] ata1: EH complete 13:39:49 :[39764.142463] applesmc: F1Mn: write arg fail 13:48:11 :[40267.025145] applesmc: FS! : read arg fail 13:52:53 :[40548.596735] applesmc: FS! : read arg fail 13:53:58 :[40613.972856] applesmc: FS! : read arg fail 13:54:08 :[40624.057339] applesmc: FS! : read arg fail 13:58:20 :[40875.397749] applesmc: TC0D: read data fail 14:16:56 :[41991.722054] applesmc: Th2H: read data fail 14:22:32 :[42327.991522] applesmc: light sensor data length set to 10 14:26:19 :[42554.788886] applesmc: F1Mn: write arg fail 14:32:36 :[42931.860443] applesmc: TC0F: read data fail 14:34:32 :[43048.041469] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 14:34:33 :[43048.185850] EXT4-fs (dm-2): re-mounted. Opts: commit=0 14:34:33 :[43048.270184] ata1: hard resetting link 14:34:33 :[43048.270224] ata2: hard resetting link 14:34:33 :[43049.030049] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:33 :[43049.030065] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:33 :[43049.034106] ata2.00: configured for UDMA/33 14:34:33 :[43049.034112] ata2: EH complete 14:34:33 :[43049.056952] ata1.00: configured for UDMA/33 14:34:33 :[43049.056959] ------------[ cut here ]------------ 14:34:33 :[43049.056968] WARNING: at /build/buildd/linux-2.6.35/drivers/ata/libata-eh.c:3638 ata_eh_finish+0xdf/0xf0() 14:34:33 :[43049.056971] Hardware name: MacBookPro5,3 14:34:33 :[43049.056973] Modules linked in: michael_mic arc4 xt_multiport binfmt_misc rfcomm sco bnep l2cap parport_pc ppdev nvidia(P) ipt_REJECT xt_recent snd_hda_codec_cirrus xt_limit xt_tcpudp ipt_addrtype xt_state snd_hda_intel snd_hda_codec snd_hwdep snd_pcm snd_seq_midi applesmc led_class ip6table_filter lib80211_crypt_tkip snd_rawmidi snd_seq_midi_event ip6_tables input_polldev hid_apple snd_seq wl(P) snd_timer snd_seq_device snd joydev bcm5974 usbhid mbp_nvidia_bl uvcvideo btusb videodev v4l1_compat v4l2_compat_ioctl32 nf_nat_irc hid nf_conntrack_irc soundcore snd_page_alloc i2c_nforce2 coretemp lib80211 bluetooth nf_nat_ftp nf_nat nf_conntrack_ipv4 nf_defrag_ipv4 nf_conntrack_ftp nf_conntrack lp parport iptable_filter ip_tables x_tables usb_storage firewire_ohci firewire_core forcedeth crc_itu_t ahci libahci 14:34:33 :[43049.057048] Pid: 202, comm: scsi_eh_0 Tainted: P W 2.6.35-25-generic #44-Ubuntu 14:34:33 :[43049.057052] Call Trace: 14:34:33 :[43049.057060] [<ffffffff8106091f>] warn_slowpath_common+0x7f/0xc0 14:34:33 :[43049.057064] [<ffffffff8106097a>] warn_slowpath_null+0x1a/0x20 14:34:33 :[43049.057069] [<ffffffff813dc77f>] ata_eh_finish+0xdf/0xf0 14:34:33 :[43049.057074] [<ffffffff813e441e>] sata_pmp_error_handler+0x2e/0x40 14:34:33 :[43049.057083] [<ffffffffa00021bf>] ahci_error_handler+0x1f/0x90 [libahci] 14:34:33 :[43049.057088] [<ffffffff813dd6d2>] ata_scsi_error+0x492/0x5e0 14:34:33 :[43049.057093] [<ffffffff813b24cd>] scsi_error_handler+0x10d/0x190 14:34:33 :[43049.057097] [<ffffffff813b23c0>] ? scsi_error_handler+0x0/0x190 14:34:33 :[43049.057102] [<ffffffff8107f266>] kthread+0x96/0xa0 14:34:33 :[43049.057107] [<ffffffff8100aee4>] kernel_thread_helper+0x4/0x10 14:34:33 :[43049.057111] [<ffffffff8107f1d0>] ? kthread+0x0/0xa0 14:34:33 :[43049.057115] [<ffffffff8100aee0>] ? kernel_thread_helper+0x0/0x10 14:34:33 :[43049.057118] ---[ end trace 76dbffc2d5d49d9d ]--- 14:34:33 :[43049.057123] ata1: EH complete 14:34:41 :[43057.012698] ata1: hard resetting link 14:34:42 :[43057.362780] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:42 :[43057.381432] ata1.00: configured for UDMA/33 14:34:42 :[43057.381441] ------------[ cut here ]------------ 14:34:42 :[43057.381450] WARNING: at /build/buildd/linux-2.6.35/drivers/ata/libata-eh.c:3638 ata_eh_finish+0xdf/0xf0() 14:34:42 :[43057.381453] Hardware name: MacBookPro5,3 14:34:42 :[43057.381455] Modules linked in: michael_mic arc4 xt_multiport binfmt_misc rfcomm sco bnep l2cap parport_pc ppdev nvidia(P) ipt_REJECT xt_recent snd_hda_codec_cirrus xt_limit xt_tcpudp ipt_addrtype xt_state snd_hda_intel snd_hda_codec snd_hwdep snd_pcm snd_seq_midi applesmc led_class ip6table_filter lib80211_crypt_tkip snd_rawmidi snd_seq_midi_event ip6_tables input_polldev hid_apple snd_seq wl(P) snd_timer snd_seq_device snd joydev bcm5974 usbhid mbp_nvidia_bl uvcvideo btusb videodev v4l1_compat v4l2_compat_ioctl32 nf_nat_irc hid nf_conntrack_irc soundcore snd_page_alloc i2c_nforce2 coretemp lib80211 bluetooth nf_nat_ftp nf_nat nf_conntrack_ipv4 nf_defrag_ipv4 nf_conntrack_ftp nf_conntrack lp parport iptable_filter ip_tables x_tables usb_storage firewire_ohci firewire_core forcedeth crc_itu_t ahci libahci 14:34:42 :[43057.381530] Pid: 202, comm: scsi_eh_0 Tainted: P W 2.6.35-25-generic #44-Ubuntu 14:34:42 :[43057.381533] Call Trace: 14:34:42 :[43057.381542] [<ffffffff8106091f>] warn_slowpath_common+0x7f/0xc0 14:34:42 :[43057.381546] [<ffffffff8106097a>] warn_slowpath_null+0x1a/0x20 14:34:42 :[43057.381551] [<ffffffff813dc77f>] ata_eh_finish+0xdf/0xf0 14:34:42 :[43057.381556] [<ffffffff813e441e>] sata_pmp_error_handler+0x2e/0x40 14:34:42 :[43057.381565] [<ffffffffa00021bf>] ahci_error_handler+0x1f/0x90 [libahci] 14:34:42 :[43057.381569] [<ffffffff813dd6d2>] ata_scsi_error+0x492/0x5e0 14:34:42 :[43057.381575] [<ffffffff813b24cd>] scsi_error_handler+0x10d/0x190 14:34:42 :[43057.381579] [<ffffffff813b23c0>] ? scsi_error_handler+0x0/0x190 14:34:42 :[43057.381584] [<ffffffff8107f266>] kthread+0x96/0xa0 14:34:42 :[43057.381589] [<ffffffff8100aee4>] kernel_thread_helper+0x4/0x10 14:34:42 :[43057.381594] [<ffffffff8107f1d0>] ? kthread+0x0/0xa0 14:34:42 :[43057.381598] [<ffffffff8100aee0>] ? kernel_thread_helper+0x0/0x10 14:34:42 :[43057.381601] ---[ end trace 76dbffc2d5d49d9e ]--- 14:34:42 :[43057.381624] ata1: EH complete 14:34:42 :[43057.557887] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 14:34:42 :[43057.560517] EXT4-fs (dm-2): re-mounted. Opts: commit=600 14:34:42 :[43057.621194] ata1: hard resetting link 14:34:42 :[43057.621252] ata2: hard resetting link 14:34:43 :[43058.370141] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:43 :[43058.370162] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:43 :[43058.374407] ata2.00: configured for UDMA/33 14:34:43 :[43058.374415] ata2: EH complete 14:34:43 :[43058.381989] ata1.00: configured for UDMA/33 14:34:43 :[43058.381996] ata1: EH complete 14:34:43 :[43058.616228] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 14:34:43 :[43058.618931] EXT4-fs (dm-2): re-mounted. Opts: commit=600 14:34:43 :[43058.626687] ata1: hard resetting link 14:34:43 :[43058.626731] ata2: hard resetting link 14:34:44 :[43059.372908] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:44 :[43059.372932] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:44 :[43059.376997] ata2.00: configured for UDMA/33 14:34:44 :[43059.377003] ata2: EH complete 14:34:44 :[43059.392576] ata1.00: configured for UDMA/33 14:34:44 :[43059.392585] ata1: EH complete 15:48:19 :[47474.710860] ata1: hard resetting link 15:48:19 :[47474.710882] ata2: hard resetting link 15:48:20 :[47475.460144] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 15:48:20 :[47475.460169] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 15:48:20 :[47475.473709] ata1.00: configured for UDMA/33 15:48:20 :[47475.473717] ata1: EH complete 15:48:20 :[47475.727960] ata2.00: configured for UDMA/33 15:48:20 :[47475.727969] ata2: EH complete 16:29:39 :[49954.295017] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 16:29:39 :[49954.622307] EXT4-fs (dm-2): re-mounted. Opts: commit=0 16:29:39 :[49954.710139] ata1: hard resetting link 16:29:39 :[49954.710174] ata2: hard resetting link 16:29:40 :[49955.460046] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 16:29:40 :[49955.460062] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 16:29:40 :[49955.464138] ata2.00: configured for UDMA/33 16:29:40 :[49955.464144] ata2: EH complete 16:29:40 :[49955.473251] ata1.00: configured for UDMA/33 16:29:40 :[49955.473258] ata1: EH complete

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  • Flashing your Windows Phone Dummies

    - by Martin Hinshelwood
    The rate at which vendors release new updates for the HD2 is ridiculously slow. You have to wait for Microsoft to release the new OS, then you wait for HTC to build it into a ROM, and then you have to wait up to 6 months for your operator to badly customise it for their network. Once Windows Phone 7 is released this problem should go away as Microsoft is likely to be able to update the phone over the air, but what do we do until then? I want Windows Mobile 6.5.5 now!   I’m an early adopter. If there is a new version of something then that’s the version I want. As long as you accept that you are using something on a “let the early adopter beware” and accept that there may be bugs, sometimes serious crippling bugs the go for it. Note that I won't be responsible if you end up bricking your phone, unlocking or flashing your radio or ROM can be risky. If you follow the instructions then you should be fine, I've flashed my phones (SPV, M300, M1000, M2000, M3100, TyTN, TyTN 2, HD2) hundreds of times without any problems! I have been using Windows Mobile 6.5.5 before it was called 6.5.5 and for long enough that I don’t even remember when I first started using it. I was using it on my HTC TyTN 2 before I got an HD2 a couple of months before Christmas, and the first custom ROM’s for the HD2 were a couple of months after that. I always update to the latest ROM that I like, and occasionally I go back to the stock ROM’s to have a look see, but I am always disappointed. Terms: Soft Reset: Same as pulling out the battery, but is like a reboot for your phone Hard Reset: Reinstalls the Operating system from the Image that is stored on it ROM: This is Image that is loaded onto your phone and it is used to reinstall your phone whenever you do a “hard reset”. Stock ROM: A ROM from the original vendor… So HTC Cook a ROM: Referring to Cooking a ROM is the process a ROM developer goes through to take all of the parts (OS, Drivers and Applications) that make up a running phone and compiling them into a ROM. ROM Kitchen: A place where you get an SDK and all the component parts of the phone: OD, Drivers and Application. There are usually lots of Tools for making it easier to compile and build the image. Flashing: The process of updating one of the layers of your phone with a new layer Bricked: This is what happens when flashing goes wrong. Your phone is now good for only one thing… stopping paper blowing away in a windy place. You can “cook” you own ROM using one of the many good “ROM Kitchens” or you can use a ROM built and tested by someone else. I have cooked my own ROM before, and while the tutorials are good, it is a lot of hassle. You can only Flash new ROM’s that are specifically for your phone only so find a ROM for your phone and XDA Developers is the best place to look. It has a forum based structure and you can find your phone quite easily. XDA Developer Forum Installing a new ROM does have its risks. In the past there have been stories about phones being “bricked” but I have not heard of a bricked phone for quite some years. if you follow the instructions carefully you should not have any problems. note: Most of the tools are written by people for whom English is not their first language to you will need concentrate hard to understand some of the instructions. Have you ever read a manual that was just literally translated from another language? Enough said… There are a number of layers on your phone that you will need to know about: SPL: This is the lowest level, like a BIOS on a PC and is the Operating Systems gateway to the hardware Radio: I think of this as the hardware drivers, and you will need a different Radio for CDMA than GSM networks ROM: This is like your Windows CD, but it is stored internally to the Phone. Flashing your phone consists of replacing one Image with another and then wiping your phone and automatically reinstall from the Image. Sometimes when you download an Image wither it is for a Radio or for ROM you only get a file called *.nbh. What do you do with this? Well you need an RUU application to push that Image to your phone. The RUU’s are different per phone, but there is a CustomRUU for the HD2 that will update your phone with any *.nbh placed in the same directory. Download and Instructions for CustomRUU #1 Flash HardSPL An SPL is kind of like a BIOS, and the default one has checks to make sure that you are only installing a signed ROM. This would prevent you from installing one that comes from any other source but the vendor. NOTE: Installing a HARD SPL invalidates your warranty so remember to Flash your phone with a “stock” vendor ROM before trying to send your phone in for repairs. Is the warranty reinstated when you go back to a stock ROM? I don’t know… Updating your SPL to a HardSPL effectively unlocks your phone so you can install anything you like. I would recommend the HardSPL2. Download and Instructions for HardSPL2 #2 Task29 One of the problems that has been seen on the HD2 when flashing new ROM’s is that things are left over from the old ROM. For a while the recommendation was to Flash a stock ROM first, but some clever cookies have come up with “Task29” which formats your phone first. After running this your phone will be blank and will only boot to the white HTC logo and no further. You should follow the instructions and reboot (remove battery) and hold down the “volume down” button while turning you HD2 on to enter the bootloader. From here you can run CustomRUU once the USB message appears. Download and Instructions for Task29 #2 Flash Radio You may need to play around with this one, there is no good and bad version and the latest is not always the best. You know that annoying thing when you hit “end call” on your phone and nothing happens? Well that's down to the Radio. Get this version right for you and you may even be able to make calls. From a Windows Mobile as well Download There are no instructions here, but they are the same as th ROM, but you use this *.nbh file. #3 Flash ROM If you have gotten this far then you are probably a pro by now Just download the latest ROM below and Flash to your phone. I have been really impressed by the Artemis line of ROM’s but it is no way the only choice. I like this one as the developer builds them as close to the stock ROM as possible while updating to the latest of everything. Download and Instructions for  Artemis HD2 vXX Conclusion While updating your ROM is not for the faint hearted it provides more options than the Stock ROM’s and quicker feature updates than waiting… Technorati Tags: WM6

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  • Bullet physics in python and pygame

    - by Pomg
    I am programming a 2D sidescroller in python and pygame and am having trouble making a bullet go farther than just farther than the player. The bullet travels straight to the ground after i fire it. How, in python code using pygame do I make the bullet go farther. If you need code, here is the method that handles the bullet firing: self.xv += math.sin(math.radians(self.angle)) * self.attrs['speed'] self.yv += math.cos(math.radians(self.angle)) * self.attrs['speed'] self.rect.left += self.xv self.rect.top += self.yv

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  • Windows Azure Evolution &ndash; Deploy Web Sites (WAWS Part 3)

    - by Shaun
    This is the sixth post of my Windows Azure Evolution series. After talked a bit about the new caching preview feature in the previous one, let’s back to the Windows Azure Web Sites (WAWS).   Git and GitHub Integration In the third post I introduced the overview functionality of WAWS and demonstrated how to create a WordPress blog through the build-in application gallery. And in the fourth post I covered how to use the TFS service preview to deploy an ASP.NET MVC application to the web site through the TFS integration. WAWS also have the Git integration. I’m not going to talk very detailed about the Git and GitHub integration since there are a bunch of information on the internet you can refer to. To enable the Git just go to the web site item in the developer portal and click the “Set up Git publishing”. After specified the username and password the windows azure platform will establish the Git integration and provide some basic guide. As you can see, you can download the Git binaries, commit the files and then push to the remote repository. Regarding the GitHub, since it’s built on top of Git it should work. Maarten Balliauw have a wonderful post about how to integrate GitHub to Windows Azure Web Site you can find here.   WebMatrix 2 RC WebMatrix is a lightweight web application development tool provided by Microsoft. It utilizes WebDeploy or FTP to deploy the web application to the server. And in WebMatrix 2.0 RC it added the feature to work with Windows Azure. First of all we need to download the latest WebMatrix 2 through the Web Platform Installer 4.0. Just open the WebPI and search “WebMatrix”, or go to its home page download its web installer. Once we have WebMatrix 2, we need to download the publish file of our WAWS. Let’s go to the developer portal and open the web site we want to deploy and download the publish file from the link on the right hand side. This file contains the necessary information of publishing the web site through WebDeploy and FTP, which can be used in WebMatrix, Visual Studio, etc.. Once we have the publish file we can open the WebMatrix, click the Open Site, Remote Site. Then it will bring up a dialog where we can input the information of the remote site. Since we have our publish file already, we can click the “Import publish settings” and select the publish file, then we can see the site information will be populated automatically. Click OK, the WebMatrix will connect to the remote site, which is the WAWS we had deployed already, retrieve the folders and files information. We can open files in WebMatrix and modify. But since WebMatrix is a lightweight web application tool, we cannot update the backend C# code. So in this case, we will modify the frontend home page only. After saved our modification, WebMatrix will compare the files between in local and remote and then it will only upload the modified files to Windows Azure through the connection information in the publish file. Since it only update the files which were changed, this minimized the bandwidth and deployment duration. After few seconds we back to the website and the modification had been applied.   Visual Studio and WebDeploy The publish file we had downloaded can be used not only in WebMatrix but also Visual Studio. As we know in Visual Studio we can publish a web application by clicking the “Publish” item from the project context menu in the solution explorer, and we can specify the WebDeploy, FTP or File System for the publish target. Now we can use the WAWS publish file to let Visual Studio publish the web application to WAWS. Let’s create a new ASP.NET MVC Web Application in Visual Studio 2010 and then click the “Publish” in solution explorer. Once we have the Windows Azure SDK 1.7 installed, it will update the web application publish dialog. So now we can import the publish information from the publish file. Select WebDeploy as the publish method. We can select FTP as well, which is supported by Windows Azure and the FTP information was in the same publish file. In the last step the publish wizard can check the files which will be uploaded to the remote site before the actually publishing. This gives us a chance to review and amend the files. Same as the WebMatrix, Visual Studio will compare the files between local and WAWS and determined which had been changed and need to be published. Finally Visual Studio will publish the web application to windows azure through WebDeploy protocol. Once it finished we can browse our website.   FTP Deployment The publish file we downloaded contains the connection information to our web site via both WebDeploy and FTP. When using WebMatrix and Visual Studio we can select WebDeploy or FTP. WebDeploy method can be used very easily from WebMatrix and Visual Studio, with the file compare feature. But the FTP gives more flexibility. We can use any FTP client to upload files to windows azure regardless which client and OS we are using. Open the publish file in any text editor, we can find the connection information very easily. As you can see the publish file is actually a XML file with WebDeploy and FTP information in plain text attributes. And once we have the FTP URL, username and password, when can connect to the site and upload and download files. For example I opened FileZilla and connected to my WAWS through FTP. Then I can download files I am interested in and modify them on my local disk. Then upload back to windows azure through FileZilla. Then I can see the new page.   Summary In this simple and quick post I introduced vary approaches to deploy our web application to Windows Azure Web Site. It supports TFS integration which I mentioned previously. It also supports Git and GitHub, WebDeploy and FTP as well.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • UDK game Prisoners/Guards

    - by RR_1990
    For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the player are some prisoners who need to evade the other guards. It needs to look like this My idea was to let the guard bots follow the player at a certain distance and let the prisoners bots in the middle try to evade the guard bots. Now is the problem i'm new to Unreal Script and the school doesn't support me that well. Untill now I have only was able to make the guard bots follow me. I hope you guys can help me or make me something that will make this game work. Here is the class i'm using to let te bots follow me: class ChaseControllerAI extends AIController; var Pawn player; var float minimalDistance; var float speed; var float distanceToPlayer; var vector selfToPlayer; auto state Idle { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event SeePlayer(Pawn p) { player = p; GotoState('Chase'); } Begin: player = none; self.Pawn.Velocity.x = 0.0; self.Pawn.Velocity.Y = 0.0; self.Pawn.Velocity.Z = 0.0; } state Chase { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event PlayerOutOfReach() { `Log("ChaseControllerAI CHASE Player out of reach."); GotoState('Idle'); } // class ChaseController extends AIController; CONTINUED // State Chase (continued) event Tick(float deltaTime) { `Log("ChaseControllerAI in Event Tick."); selfToPlayer = self.player.Location - self.Pawn.Location; distanceToPlayer = Abs(VSize(selfToPlayer)); if (distanceToPlayer > minimalDistance) { PlayerOutOfReach(); } else { self.Pawn.Velocity = Normal(selfToPlayer) * speed; //self.Pawn.Acceleration = Normal(selfToPlayer) * speed; self.Pawn.SetRotation(rotator(selfToPlayer)); self.Pawn.Move(self.Pawn.Velocity*0.001); // or *deltaTime } } Begin: `Log("Current state Chase:Begin: " @GetStateName()@""); } defaultproperties { bAdjustFromWalls=true; bIsPlayer= true; minimalDistance = 1024; //org 1024 speed = 500; }

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  • Slow internet connection with mobile broadband

    - by Prasad
    I'm using a Huawei 156g USB stick to connect to the internet. In windows it reacts lightning fast and loads pages faster than my Ubuntu 10.10 does, It's not the connection type (HSDPA, WCDMA or gsm) it takes more time to connect, download speed seems okay (But not full speed i think) what is the matter with it? do I need to install some kind of drivers for it? I'm not behind a proxy. please help, I just searched around ask Ubuntu and nothing matched my problem :-(

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • Transmission torrent client very inconsistent speeds

    - by mark kirby
    I have inconsistent download speed using the transmission bit torrent client. The speed will vary greatly between 400kb and 1kb per second (My internet is crap 400kb is a acceptable maximum). I also noticed that even though hundreds of peers are available Transmission will only connect to about 20 at any time (I have set the connection limit to 200 per torrent and 500 max). I hope someone know a fix.

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • 1000baseT/Full Supported and Advertised but not working!

    - by user11973
    Hello, i'm using a AT3IONT-I motherboard with integrated card. If I ethtool it to 1000 full duplex it wont work! Here is sudo ethtool eth0: Supported ports: [ TP ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Advertised pause frame use: Symmetric Receive-only Advertised auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: Twisted Pair PHYAD: 0 Transceiver: internal Auto-negotiation: on MDI-X: Unknown Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000033 (51) Link detected: yes here is sudo lshw -C network: *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: 03 serial: bc:ae:c5:8b:7d:33 size: 100MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8168 driverversion=8.021.00-NAPI duplex=full ip=192.168.0.2 latency=0 link=yes multicast=yes port=twisted pair speed=100MB/s resources: irq:42 ioport:e800(size=256) memory:f8fff000-f8ffffff memory:f8ff8000-f8ffbfff memory:fbff0000-fbffffff And lspci -nn: 00:00.0 Host bridge [0600]: nVidia Corporation MCP79 Host Bridge [10de:0a82] (rev b1) 00:00.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a88] (rev b1) 00:03.0 ISA bridge [0601]: nVidia Corporation MCP79 LPC Bridge [10de:0aad] (rev b3) 00:03.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0aa4] (rev b1) 00:03.2 SMBus [0c05]: nVidia Corporation MCP79 SMBus [10de:0aa2] (rev b1) 00:03.3 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a89] (rev b1) 00:03.5 Co-processor [0b40]: nVidia Corporation MCP79 Co-processor [10de:0aa3] (rev b1) 00:04.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa5] (rev b1) 00:04.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa6] (rev b1) 00:06.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa7] (rev b1) 00:06.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa9] (rev b1) 00:08.0 Audio device [0403]: nVidia Corporation MCP79 High Definition Audio [10de:0ac0] (rev b1) 00:09.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Bridge [10de:0aab] (rev b1) 00:0b.0 RAID bus controller [0104]: nVidia Corporation MCP79 RAID Controller [10de:0abc] (rev b1) 00:0c.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac4] (rev b1) 00:10.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0aa0] (rev b1) 00:15.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac6] (rev b1) 03:00.0 VGA compatible controller [0300]: nVidia Corporation ION VGA [10de:087d] (rev b1) 04:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 03) If i use Code: sudo ethtool -s eth0 speed 1000 duplex full autoneg off then in ethtool speed is Unknown and it doesn't work; if I set it via pre-up it wont work either... Please help!! Thanks!

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • 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?

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  • Implementing traffic conditions in TORCS

    - by user1837811
    I am working on a project about "Effects of Traffic conditions and Track Complexity on Car Driving Behavior". Is it possible to implement traffic in TORCS, or should I use another car simulator? By the word "traffic" I mean there are cars running on both tracks in both directions and I can detect the distances, direction and speed of these cars. Depending on this information I can decide whether I should slow down, speed up and calculate the correct timing to overtake.

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  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

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  • Slow wireless on Dell XPS 14 ultrabook

    - by GaryBishop
    I've got Ubuntu 12.04 running on this Dell XPS 14 Ultrabook (L421X). Everything is working but my wireless transfer rates are low. I'm getting about 1MB/s download speed on the ultrabook vs 15MB/s on the E6500. If I move into the room with the access point the speed climbs to 15MB/s so I'm guessing it is a signal strength issue but wavemon shows comparable signals to those seen by the E6500. Are there any settings I can tweak in hopes of making it faster?

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  • C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it

    - by Miguel P
    If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() So: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos) * Speed*(float) timeHandler.GetDelta()); Now this fails completely, i've used this snippet before, but for some wierd reason it simply won't work( The vector somehow leads x,y,z to 0 or almost, no idea why). Do you have any idea why?

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  • Quicker Loading of Your Website Ensures Improved SE Rankings

    Now that Google has released news regarding the inclusion of website's speed as one of the factors responsible for website search engine ranking, it is obvious that most website owners would get want delve into matter, a bit more deep. According to the statement, it is clear that the websites having lower loading speed would have less probability of making their way to the search engine result pages than those that load up faster.

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  • 6 Guidelines For You to Create a Fast Loading Website

    As you may have heard that Google has implemented a new criterion to determine your rankings on search results, the website speed. Increasing your website loading speed is not only important for getting a high search ranking and it will also affect your visitors' perception about your website.

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  • How can I force WiFi connection to only use ipv4?

    - by krasilich
    I have Broadcom bcm43224 wifi card with proprietary broadcom sta driver. At home wifi connection works well, but in the office when I ping some resource there is a lot of loss packets and I cant browse websites. I have tried another way to check internet connection - download file with wget. wget google.com - very slow speed wget -4 google.com - normal speed So, it seems that the problem is with the ipv6 configuration at the office, can I force my wifi connection to use only ipv4 and completely ignore ipv6 ?.

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