Search Results

Search found 36506 results on 1461 pages for 'unsigned long long int'.

Page 133/1461 | < Previous Page | 129 130 131 132 133 134 135 136 137 138 139 140  | Next Page >

  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

    Read the article

  • Nice Generic Example that implements an interface.

    - by mbcrump
    I created this quick generic example after noticing that several people were asking questions about it. If you have any questions then let me know. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Globalization; namespace ConsoleApplication4 { //New class where Type implements IConvertible interface (interface = contract) class Calculate<T> where T : IConvertible { //Setup fields public T X; NumberFormatInfo fmt = NumberFormatInfo.CurrentInfo; //Constructor 1 public Calculate() { X = default(T); } //Constructor 2 public Calculate (T x) { X = x; } //Method that we know will return a double public double DistanceTo (Calculate<T> cal) { //Remove the.ToDouble if you want to see the methods available for IConvertible return (X.ToDouble(fmt) - cal.X.ToDouble(fmt)); } } class Program { static void Main(string[] args) { //Pass value type and call DistanceTo with an Int. Calculate<int> cal = new Calculate<int>(); Calculate<int> cal2 = new Calculate<int>(10); Console.WriteLine("Int : " + cal.DistanceTo(cal2)); //Pass value type and call DistanceTo with an Double. Calculate<double> cal3 = new Calculate<double>(); Calculate<double> cal4 = new Calculate<double>(10.6); Console.WriteLine("Double : " + cal3.DistanceTo(cal4)); //Pass reference type and call DistanceTo with an String. Calculate<string> cal5 = new Calculate<string>("0"); Calculate<string> cal6 = new Calculate<string>("345"); Console.WriteLine("String : " + cal5.DistanceTo(cal6)); } } }

    Read the article

  • Mac OS ? Assembly Language Esoteria

    - by veryfoolish
    I've been playing around with assembly and object files in general on Mac OS ? and was wondering if somebody could provide some edification. Specifically, I'm wondering what the extra code GCC generates when compiling the C file in the following example does. I have a toy C program so I can comprehend the assembly output. int main() { int a = 5; int b = 5; int c = a + b; } Running this through gcc -S creates the following assembly: .text .globl _main _main: LFB2: pushq %rbp LCFI0: movq %rsp, %rbp LCFI1: movl $5, -4(%rbp) movl $5, -8(%rbp) movl -8(%rbp), %eax addl -4(%rbp), %eax movl %eax, -12(%rbp) leave ret LFE2: .section __TEXT,__eh_frame,coalesced,no_toc+strip_static_syms+live_support EH_frame1: .set L$set$0,LECIE1-LSCIE1 .long L$set$0 LSCIE1: .long 0x0 .byte 0x1 .ascii "zR\0" .byte 0x1 .byte 0x78 .byte 0x10 .byte 0x1 .byte 0x10 .byte 0xc .byte 0x7 .byte 0x8 .byte 0x90 .byte 0x1 .align 3 LECIE1: .globl _main.eh _main.eh: LSFDE1: .set L$set$1,LEFDE1-LASFDE1 .long L$set$1 LASFDE1: .long LASFDE1-EH_frame1 .quad LFB2-. .set L$set$2,LFE2-LFB2 .quad L$set$2 .byte 0x0 .byte 0x4 .set L$set$3,LCFI0-LFB2 .long L$set$3 .byte 0xe .byte 0x10 .byte 0x86 .byte 0x2 .byte 0x4 .set L$set$4,LCFI1-LCFI0 .long L$set$4 .byte 0xd .byte 0x6 .align 3 LEFDE1: .subsections_via_symbols The LCFI1 section seems to contain the actual logic for the program, but I'm not sure what the misc. other stuff is for... also, is there any scheme these labels are following? I'm sorry this is such a vague question. I'd appreciate anything, including being pointed to a resource where I can find out more about this. Thanks!

    Read the article

  • Jumping Vs. Gravity

    - by PhaDaPhunk
    Hi i'm working on my first XNA 2D game and I have a little problem. If I jump, my sprite jumps but does not fall down. And I also have another problem, the user can hold spacebar to jump as high as he wants and I don't know how to keep him from doing that. Here's my code: The Jump : if (FaKeyboard.IsKeyDown(Keys.Space)) { Jumping = true; xPosition -= new Vector2(0, 5); } if (xPosition.Y >= 10) { Jumping = false; Grounded = false; } The really simple basic Gravity: if (!Grounded && !Jumping) { xPosition += new Vector2(1, 3) * speed; } Here's where's the grounded is set to True or False with a Collision Rectangle MegamanRectangle = new Rectangle((int)xPosition.X, (int)xPosition.Y, FrameSizeDraw.X, FrameSizeDraw.Y); Rectangle Block1Rectangle = new Rectangle((int)0, (int)73, Block1.Width, Block1.Height); Rectangle Block2Rectangle = new Rectangle((int)500, (int)73, Block2.Width, Block2.Height); if ((MegamanRectangle.Intersects(Block1Rectangle) || (MegamanRectangle.Intersects(Block2Rectangle)))) { Grounded = true; } else { Grounded = false; } The grounded bool and The gravity have been tested and are working. Any ideas why? Thanks in advance and don't hesitate to ask if you need another Part of the Code.

    Read the article

  • Garbled text in Screen [closed]

    - by Prabin Dahal
    The graphical Interface in my system is garbled with some text. At the beginning I thought it was due to java and tomcat that I installed. But after removing java and tomcat, it is still the same. I am using ubuntu server and i have installed xfce desktop environment with oboard softkey I have added my dmesg output to this message. What is the problem here. I am not able to figure it out. Thank you for your help. Prabin [ 0.390936] usbcore: registered new interface driver usbfs [ 0.391006] usbcore: registered new interface driver hub [ 0.391147] usbcore: registered new device driver usb [ 0.391580] PCI: Using ACPI for IRQ routing [ 0.400509] PCI: pci_cache_line_size set to 64 bytes [ 0.400669] reserve RAM buffer: 000000000009ec00 - 000000000009ffff [ 0.400681] reserve RAM buffer: 000000007f597000 - 000000007fffffff [ 0.400699] reserve RAM buffer: 000000007f6f0000 - 000000007fffffff [ 0.401135] NetLabel: Initializing [ 0.401155] NetLabel: domain hash size = 128 [ 0.401168] NetLabel: protocols = UNLABELED CIPSOv4 [ 0.401212] NetLabel: unlabeled traffic allowed by default [ 0.401466] HPET: 3 timers in total, 0 timers will be used for per-cpu timer [ 0.401494] hpet0: at MMIO 0xfed00000, IRQs 2, 8, 0 [ 0.401520] hpet0: 3 comparators, 64-bit 14.318180 MHz counter [ 0.408228] Switching to clocksource hpet [ 0.434341] AppArmor: AppArmor Filesystem Enabled [ 0.434447] pnp: PnP ACPI init [ 0.434531] ACPI: bus type pnp registered [ 0.434784] pnp 00:00: [bus 00-ff] [ 0.434794] pnp 00:00: [io 0x0cf8-0x0cff] [ 0.434804] pnp 00:00: [io 0x0000-0x0cf7 window] [ 0.434813] pnp 00:00: [io 0x0d00-0xffff window] [ 0.434822] pnp 00:00: [mem 0x000a0000-0x000bffff window] [ 0.434831] pnp 00:00: [mem 0x00000000 window] [ 0.434840] pnp 00:00: [mem 0x80000000-0xffffffff window] [ 0.435018] pnp 00:00: Plug and Play ACPI device, IDs PNP0a08 PNP0a03 (active) [ 0.435526] pnp 00:01: [mem 0xe0000000-0xefffffff] [ 0.435537] pnp 00:01: [mem 0x7f700000-0x7f7fffff] [ 0.435545] pnp 00:01: [mem 0x7f800000-0x7fffffff] [ 0.435554] pnp 00:01: [mem 0xfee00000-0xfeefffff] [ 0.435727] system 00:01: [mem 0xe0000000-0xefffffff] has been reserved [ 0.435754] system 00:01: [mem 0x7f700000-0x7f7fffff] has been reserved [ 0.435775] system 00:01: [mem 0x7f800000-0x7fffffff] has been reserved [ 0.435796] system 00:01: [mem 0xfee00000-0xfeefffff] has been reserved [ 0.435818] system 00:01: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.436233] pnp 00:02: [io 0x0000-0xffffffffffffffff disabled] [ 0.436245] pnp 00:02: [io 0x0000-0xffffffffffffffff disabled] [ 0.436414] system 00:02: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.436512] pnp 00:03: [io 0x0060] [ 0.436521] pnp 00:03: [io 0x0064] [ 0.436548] pnp 00:03: [irq 1] [ 0.436682] pnp 00:03: Plug and Play ACPI device, IDs PNP0303 PNP030b (active) [ 0.436825] pnp 00:04: [irq 12] [ 0.436958] pnp 00:04: Plug and Play ACPI device, IDs PNP0f03 PNP0f13 (active) [ 0.437835] pnp 00:05: [io 0x03f8-0x03ff] [ 0.437861] pnp 00:05: [irq 4] [ 0.437870] pnp 00:05: [dma 0 disabled] [ 0.438142] pnp 00:05: Plug and Play ACPI device, IDs PNP0501 (active) [ 0.439014] pnp 00:06: [io 0x02f8-0x02ff] [ 0.439036] pnp 00:06: [irq 3] [ 0.439045] pnp 00:06: [dma 0 disabled] [ 0.439297] pnp 00:06: Plug and Play ACPI device, IDs PNP0501 (active) [ 0.439346] pnp 00:07: [io 0x0000-0x000f] [ 0.439355] pnp 00:07: [io 0x0081-0x0083] [ 0.439363] pnp 00:07: [io 0x0087] [ 0.439371] pnp 00:07: [io 0x0089-0x008b] [ 0.439380] pnp 00:07: [io 0x008f] [ 0.439388] pnp 00:07: [io 0x00c0-0x00df] [ 0.439563] system 00:07: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.439617] pnp 00:08: [io 0x0070-0x0077] [ 0.439639] pnp 00:08: [irq 8] [ 0.439751] pnp 00:08: Plug and Play ACPI device, IDs PNP0b00 (active) [ 0.439788] pnp 00:09: [io 0x0061] [ 0.439893] pnp 00:09: Plug and Play ACPI device, IDs PNP0800 (active) [ 0.439977] pnp 00:0a: [io 0x0010-0x001f] [ 0.439986] pnp 00:0a: [io 0x0022-0x003f] [ 0.439994] pnp 00:0a: [io 0x0044-0x005f] [ 0.440055] pnp 00:0a: [io 0x0063] [ 0.440063] pnp 00:0a: [io 0x0065] [ 0.440071] pnp 00:0a: [io 0x0067-0x006f] [ 0.440079] pnp 00:0a: [io 0x0072-0x007f] [ 0.440086] pnp 00:0a: [io 0x0080] [ 0.440094] pnp 00:0a: [io 0x0084-0x0086] [ 0.440102] pnp 00:0a: [io 0x0088] [ 0.440109] pnp 00:0a: [io 0x008c-0x008e] [ 0.440117] pnp 00:0a: [io 0x0090-0x009f] [ 0.440125] pnp 00:0a: [io 0x00a2-0x00bf] [ 0.440133] pnp 00:0a: [io 0x00e0-0x00ef] [ 0.440141] pnp 00:0a: [io 0x04d0-0x04d1] [ 0.440150] pnp 00:0a: [io 0x0000-0xffffffffffffffff disabled] [ 0.440160] pnp 00:0a: [io 0x0000-0xffffffffffffffff disabled] [ 0.440168] pnp 00:0a: [io 0x03f4] [ 0.440175] pnp 00:0a: [io 0x03f5] [ 0.440183] pnp 00:0a: [io 0x0374] [ 0.440190] pnp 00:0a: [io 0x0375] [ 0.440405] system 00:0a: [io 0x04d0-0x04d1] has been reserved [ 0.440432] system 00:0a: [io 0x03f4] has been reserved [ 0.440451] system 00:0a: [io 0x03f5] has been reserved [ 0.440469] system 00:0a: [io 0x0374] has been reserved [ 0.440488] system 00:0a: [io 0x0375] has been reserved [ 0.440508] system 00:0a: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.440550] pnp 00:0b: [io 0x00f0-0x00ff] [ 0.440572] pnp 00:0b: [irq 13] [ 0.440691] pnp 00:0b: Plug and Play ACPI device, IDs PNP0c04 (active) [ 0.440770] pnp 00:0c: [io 0x0810] [ 0.440779] pnp 00:0c: [io 0x0800-0x080f] [ 0.440787] pnp 00:0c: [io 0xffff] [ 0.440947] system 00:0c: [io 0x0810] has been reserved [ 0.440970] system 00:0c: [io 0x0800-0x080f] has been reserved [ 0.440989] system 00:0c: [io 0xffff] has been reserved [ 0.441010] system 00:0c: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.441620] pnp 00:0d: [io 0x0900-0x097f] [ 0.441630] pnp 00:0d: [io 0x09c0-0x09ff] [ 0.441639] pnp 00:0d: [io 0x0400-0x043f] [ 0.441647] pnp 00:0d: [io 0x0480-0x04bf] [ 0.441656] pnp 00:0d: [mem 0xfec00000-0xfec85fff] [ 0.441664] pnp 00:0d: [mem 0xfed1c000-0xfed1ffff] [ 0.441673] pnp 00:0d: [mem 0x000c0000-0x000dffff] [ 0.441689] pnp 00:0d: [mem 0x000e0000-0x000effff] [ 0.441697] pnp 00:0d: [mem 0x000f0000-0x000fffff] [ 0.441706] pnp 00:0d: [mem 0xff800000-0xffffffff] [ 0.441911] system 00:0d: [io 0x0900-0x097f] has been reserved [ 0.441935] system 00:0d: [io 0x09c0-0x09ff] has been reserved [ 0.441955] system 00:0d: [io 0x0400-0x043f] has been reserved [ 0.441975] system 00:0d: [io 0x0480-0x04bf] has been reserved [ 0.441997] system 00:0d: [mem 0xfec00000-0xfec85fff] could not be reserved [ 0.442019] system 00:0d: [mem 0xfed1c000-0xfed1ffff] has been reserved [ 0.442040] system 00:0d: [mem 0x000c0000-0x000dffff] could not be reserved [ 0.442061] system 00:0d: [mem 0x000e0000-0x000effff] could not be reserved [ 0.442082] system 00:0d: [mem 0x000f0000-0x000fffff] could not be reserved [ 0.442103] system 00:0d: [mem 0xff800000-0xffffffff] has been reserved [ 0.442126] system 00:0d: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.442308] pnp 00:0e: [mem 0xfed00000-0xfed003ff] [ 0.442454] pnp 00:0e: Plug and Play ACPI device, IDs PNP0103 (active) [ 0.442569] pnp 00:0f: [mem 0x7f6f0000-0x7f6fffff] [ 0.442762] system 00:0f: [mem 0x7f6f0000-0x7f6fffff] has been reserved [ 0.442788] system 00:0f: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.443360] pnp: PnP ACPI: found 16 devices [ 0.443378] ACPI: ACPI bus type pnp unregistered [ 0.443395] PnPBIOS: Disabled by ACPI PNP [ 0.486106] PCI: max bus depth: 3 pci_try_num: 4 [ 0.486189] pci 0000:00:1c.0: PCI bridge to [bus 01-01] [ 0.486217] pci 0000:00:1c.0: bridge window [io 0xe000-0xefff] [ 0.486241] pci 0000:00:1c.0: bridge window [mem 0xd0100000-0xd01fffff] [ 0.486266] pci 0000:00:1c.0: bridge window [mem 0xff700000-0xff7fffff pref] [ 0.486298] pci 0000:03:01.0: PCI bridge to [bus 04-04] [ 0.486319] pci 0000:03:01.0: bridge window [io 0xd000-0xdfff] [ 0.486348] pci 0000:03:01.0: bridge window [mem 0xd0000000-0xd00fffff] [ 0.486374] pci 0000:03:01.0: bridge window [mem 0xff600000-0xff6fffff 64bit pref] [ 0.486406] pci 0000:03:02.0: PCI bridge to [bus 05-05] [ 0.486444] pci 0000:03:03.0: PCI bridge to [bus 06-06] [ 0.486479] pci 0000:02:00.0: PCI bridge to [bus 03-06] [ 0.486499] pci 0000:02:00.0: bridge window [io 0xd000-0xdfff] [ 0.486522] pci 0000:02:00.0: bridge window [mem 0xd0000000-0xd00fffff] [ 0.486545] pci 0000:02:00.0: bridge window [mem 0xff600000-0xff6fffff 64bit pref] [ 0.486575] pci 0000:00:1c.1: PCI bridge to [bus 02-06] [ 0.486593] pci 0000:00:1c.1: bridge window [io 0xd000-0xdfff] [ 0.486615] pci 0000:00:1c.1: bridge window [mem 0xd0000000-0xd00fffff] [ 0.486637] pci 0000:00:1c.1: bridge window [mem 0xff600000-0xff6fffff pref] [ 0.486710] pci 0000:00:1c.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 0.486735] pci 0000:00:1c.0: setting latency timer to 64 [ 0.486774] pci 0000:00:1c.1: PCI INT B -> GSI 17 (level, low) -> IRQ 17 [ 0.486796] pci 0000:00:1c.1: setting latency timer to 64 [ 0.486817] pci 0000:02:00.0: setting latency timer to 64 [ 0.486836] pci 0000:03:01.0: setting latency timer to 64 [ 0.486858] pci 0000:03:02.0: setting latency timer to 64 [ 0.486880] pci 0000:03:03.0: setting latency timer to 64 [ 0.486893] pci_bus 0000:00: resource 4 [io 0x0000-0x0cf7] [ 0.486902] pci_bus 0000:00: resource 5 [io 0x0d00-0xffff] [ 0.486912] pci_bus 0000:00: resource 6 [mem 0x000a0000-0x000bffff] [ 0.486922] pci_bus 0000:00: resource 7 [mem 0x80000000-0xffffffff] [ 0.486932] pci_bus 0000:01: resource 0 [io 0xe000-0xefff] [ 0.486941] pci_bus 0000:01: resource 1 [mem 0xd0100000-0xd01fffff] [ 0.486951] pci_bus 0000:01: resource 2 [mem 0xff700000-0xff7fffff pref] [ 0.486961] pci_bus 0000:02: resource 0 [io 0xd000-0xdfff] [ 0.486970] pci_bus 0000:02: resource 1 [mem 0xd0000000-0xd00fffff] [ 0.486980] pci_bus 0000:02: resource 2 [mem 0xff600000-0xff6fffff pref] [ 0.486989] pci_bus 0000:03: resource 0 [io 0xd000-0xdfff] [ 0.486998] pci_bus 0000:03: resource 1 [mem 0xd0000000-0xd00fffff] [ 0.487008] pci_bus 0000:03: resource 2 [mem 0xff600000-0xff6fffff 64bit pref] [ 0.487018] pci_bus 0000:04: resource 0 [io 0xd000-0xdfff] [ 0.487028] pci_bus 0000:04: resource 1 [mem 0xd0000000-0xd00fffff] [ 0.487038] pci_bus 0000:04: resource 2 [mem 0xff600000-0xff6fffff 64bit pref] [ 0.487177] NET: Registered protocol family 2 [ 0.487405] IP route cache hash table entries: 32768 (order: 5, 131072 bytes) [ 0.488397] TCP established hash table entries: 131072 (order: 8, 1048576 bytes) [ 0.489792] TCP bind hash table entries: 65536 (order: 7, 524288 bytes) [ 0.490493] TCP: Hash tables configured (established 131072 bind 65536) [ 0.490525] TCP reno registered [ 0.490551] UDP hash table entries: 512 (order: 2, 16384 bytes) [ 0.490590] UDP-Lite hash table entries: 512 (order: 2, 16384 bytes) [ 0.490898] NET: Registered protocol family 1 [ 0.490970] pci 0000:00:02.0: Boot video device [ 0.491052] pci 0000:00:1d.0: PCI INT A -> GSI 20 (level, low) -> IRQ 20 [ 0.491092] pci 0000:00:1d.0: PCI INT A disabled [ 0.491134] pci 0000:00:1d.1: PCI INT B -> GSI 21 (level, low) -> IRQ 21 [ 0.491174] pci 0000:00:1d.1: PCI INT B disabled [ 0.491220] pci 0000:00:1d.2: PCI INT C -> GSI 22 (level, low) -> IRQ 22 [ 0.491259] pci 0000:00:1d.2: PCI INT C disabled [ 0.491307] pci 0000:00:1d.7: PCI INT D -> GSI 23 (level, low) -> IRQ 23 [ 0.864431] Freeing initrd memory: 13820k freed [ 2.088042] pci 0000:00:1d.7: EHCI: BIOS handoff failed (BIOS bug?) 01010001 [ 2.088207] pci 0000:00:1d.7: PCI INT D disabled [ 2.088267] PCI: CLS 64 bytes, default 64 [ 2.089248] audit: initializing netlink socket (disabled) [ 2.089287] type=2000 audit(1349363630.084:1): initialized [ 2.144783] highmem bounce pool size: 64 pages [ 2.144808] HugeTLB registered 2 MB page size, pre-allocated 0 pages [ 2.160057] VFS: Disk quotas dquot_6.5.2 [ 2.160232] Dquot-cache hash table entries: 1024 (order 0, 4096 bytes) [ 2.161716] fuse init (API version 7.17) [ 2.161995] msgmni has been set to 1713 [ 2.162925] Block layer SCSI generic (bsg) driver version 0.4 loaded (major 253) [ 2.163008] io scheduler noop registered [ 2.163023] io scheduler deadline registered [ 2.163048] io scheduler cfq registered (default) [ 2.163339] pcieport 0000:00:1c.0: setting latency timer to 64 [ 2.163530] pcieport 0000:00:1c.1: setting latency timer to 64 [ 2.163706] pcieport 0000:02:00.0: setting latency timer to 64 [ 2.163873] pcieport 0000:03:01.0: setting latency timer to 64 [ 2.163964] pcieport 0000:03:01.0: irq 40 for MSI/MSI-X [ 2.164193] pcieport 0000:03:02.0: setting latency timer to 64 [ 2.164272] pcieport 0000:03:02.0: irq 41 for MSI/MSI-X [ 2.164453] pcieport 0000:03:03.0: setting latency timer to 64 [ 2.164531] pcieport 0000:03:03.0: irq 42 for MSI/MSI-X [ 2.164783] pcieport 0000:00:1c.0: Signaling PME through PCIe PME interrupt [ 2.164801] pci 0000:01:00.0: Signaling PME through PCIe PME interrupt [ 2.164816] pcie_pme 0000:00:1c.0:pcie01: service driver pcie_pme loaded [ 2.164853] pcieport 0000:00:1c.1: Signaling PME through PCIe PME interrupt [ 2.164867] pcieport 0000:02:00.0: Signaling PME through PCIe PME interrupt [ 2.164880] pcieport 0000:03:01.0: Signaling PME through PCIe PME interrupt [ 2.164892] pci 0000:04:00.0: Signaling PME through PCIe PME interrupt [ 2.164904] pcieport 0000:03:02.0: Signaling PME through PCIe PME interrupt [ 2.164917] pcieport 0000:03:03.0: Signaling PME through PCIe PME interrupt [ 2.164932] pcie_pme 0000:00:1c.1:pcie01: service driver pcie_pme loaded [ 2.164988] pci_hotplug: PCI Hot Plug PCI Core version: 0.5 [ 2.165115] pciehp 0000:00:1c.0:pcie04: HPC vendor_id 8086 device_id 8110 ss_vid 8086 ss_did 8119 [ 2.165177] pciehp 0000:00:1c.0:pcie04: service driver pciehp loaded [ 2.165199] pciehp 0000:00:1c.1:pcie04: HPC vendor_id 8086 device_id 8112 ss_vid 8086 ss_did 8119 [ 2.165260] pciehp 0000:00:1c.1:pcie04: service driver pciehp loaded [ 2.165290] pciehp: PCI Express Hot Plug Controller Driver version: 0.4 [ 2.165488] intel_idle: MWAIT substates: 0x3020220 [ 2.165508] intel_idle: v0.4 model 0x1C [ 2.165513] intel_idle: lapic_timer_reliable_states 0x2 [ 2.165519] Marking TSC unstable due to TSC halts in idle states deeper than C2 [ 2.165779] input: Lid Switch as /devices/LNXSYSTM:00/device:00/PNP0C0D:00/input/input0 [ 2.165855] ACPI: Lid Switch [LID] [ 2.165983] input: Power Button as /devices/LNXSYSTM:00/device:00/PNP0C0C:00/input/input1 [ 2.166005] ACPI: Power Button [PWRB] [ 2.173811] thermal LNXTHERM:00: registered as thermal_zone0 [ 2.173829] ACPI: Thermal Zone [TZ00] (48 C) [ 2.174004] thermal LNXTHERM:01: registered as thermal_zone1 [ 2.174018] ACPI: Thermal Zone [TZ01] (34 C) [ 2.174194] thermal LNXTHERM:02: registered as thermal_zone2 [ 2.174207] ACPI: Thermal Zone [TZ02] (34 C) [ 2.174378] thermal LNXTHERM:03: registered as thermal_zone3 [ 2.174392] ACPI: Thermal Zone [TZ03] (34 C) [ 2.174503] ERST: Table is not found! [ 2.174513] GHES: HEST is not enabled! [ 2.174601] isapnp: Scanning for PnP cards... [ 2.176175] Serial: 8250/16550 driver, 32 ports, IRQ sharing enabled [ 2.196702] serial8250: ttyS0 at I/O 0x3f8 (irq = 4) is a 16550A [ 2.292409] serial8250: ttyS1 at I/O 0x2f8 (irq = 3) is a 16550A [ 2.528909] isapnp: No Plug & Play device found [ 2.588733] 00:05: ttyS0 at I/O 0x3f8 (irq = 4) is a 16550A [ 2.624523] 00:06: ttyS1 at I/O 0x2f8 (irq = 3) is a 16550A [ 2.640702] Linux agpgart interface v0.103 [ 2.645138] brd: module loaded [ 2.647452] loop: module loaded [ 2.648149] pata_acpi 0000:00:1f.1: setting latency timer to 64 [ 2.649238] Fixed MDIO Bus: probed [ 2.649315] tun: Universal TUN/TAP device driver, 1.6 [ 2.649327] tun: (C) 1999-2004 Max Krasnyansky <[email protected]> [ 2.649524] PPP generic driver version 2.4.2 [ 2.649824] ehci_hcd: USB 2.0 'Enhanced' Host Controller (EHCI) Driver [ 2.649884] ehci_hcd 0000:00:1d.7: PCI INT D -> GSI 23 (level, low) -> IRQ 23 [ 2.649937] ehci_hcd 0000:00:1d.7: setting latency timer to 64 [ 2.649946] ehci_hcd 0000:00:1d.7: EHCI Host Controller [ 2.650082] ehci_hcd 0000:00:1d.7: new USB bus registered, assigned bus number 1 [ 2.650148] ehci_hcd 0000:00:1d.7: debug port 1 [ 2.654045] ehci_hcd 0000:00:1d.7: cache line size of 64 is not supported [ 2.654093] ehci_hcd 0000:00:1d.7: irq 23, io mem 0xd02c4000 [ 2.668035] ehci_hcd 0000:00:1d.7: USB 2.0 started, EHCI 1.00 [ 2.668392] hub 1-0:1.0: USB hub found [ 2.668413] hub 1-0:1.0: 8 ports detected [ 2.668618] ohci_hcd: USB 1.1 'Open' Host Controller (OHCI) Driver [ 2.668666] uhci_hcd: USB Universal Host Controller Interface driver [ 2.668726] uhci_hcd 0000:00:1d.0: PCI INT A -> GSI 20 (level, low) -> IRQ 20 [ 2.668751] uhci_hcd 0000:00:1d.0: setting latency timer to 64 [ 2.668759] uhci_hcd 0000:00:1d.0: UHCI Host Controller [ 2.668910] uhci_hcd 0000:00:1d.0: new USB bus registered, assigned bus number 2 [ 2.668981] uhci_hcd 0000:00:1d.0: irq 20, io base 0x0000f040 [ 2.669335] hub 2-0:1.0: USB hub found [ 2.669355] hub 2-0:1.0: 2 ports detected [ 2.669508] uhci_hcd 0000:00:1d.1: PCI INT B -> GSI 21 (level, low) -> IRQ 21 [ 2.669531] uhci_hcd 0000:00:1d.1: setting latency timer to 64 [ 2.669538] uhci_hcd 0000:00:1d.1: UHCI Host Controller [ 2.669675] uhci_hcd 0000:00:1d.1: new USB bus registered, assigned bus number 3 [ 2.669739] uhci_hcd 0000:00:1d.1: irq 21, io base 0x0000f020 [ 2.670099] hub 3-0:1.0: USB hub found [ 2.670118] hub 3-0:1.0: 2 ports detected [ 2.670271] uhci_hcd 0000:00:1d.2: PCI INT C -> GSI 22 (level, low) -> IRQ 22 [ 2.670295] uhci_hcd 0000:00:1d.2: setting latency timer to 64 [ 2.670302] uhci_hcd 0000:00:1d.2: UHCI Host Controller [ 2.670435] uhci_hcd 0000:00:1d.2: new USB bus registered, assigned bus number 4 [ 2.670502] uhci_hcd 0000:00:1d.2: irq 22, io base 0x0000f000 [ 2.670869] hub 4-0:1.0: USB hub found [ 2.670888] hub 4-0:1.0: 2 ports detected [ 2.671186] usbcore: registered new interface driver libusual [ 2.671332] i8042: PNP: PS/2 Controller [PNP0303:PS2K,PNP0f03:PS2M] at 0x60,0x64 irq 1,12 [ 2.673408] serio: i8042 KBD port at 0x60,0x64 irq 1 [ 2.673437] serio: i8042 AUX port at 0x60,0x64 irq 12 [ 2.673844] mousedev: PS/2 mouse device common for all mice [ 2.674272] rtc_cmos 00:08: RTC can wake from S4 [ 2.674482] rtc_cmos 00:08: rtc core: registered rtc_cmos as rtc0 [ 2.674529] rtc0: alarms up to one year, y3k, 242 bytes nvram, hpet irqs [ 2.674691] device-mapper: uevent: version 1.0.3 [ 2.674903] device-mapper: ioctl: 4.22.0-ioctl (2011-10-19) initialised: [email protected] [ 2.675024] EISA: Probing bus 0 at eisa.0 [ 2.675037] EISA: Cannot allocate resource for mainboard [ 2.675050] Cannot allocate resource for EISA slot 1 [ 2.675061] Cannot allocate resource for EISA slot 2 [ 2.675072] Cannot allocate resource for EISA slot 3 [ 2.675083] Cannot allocate resource for EISA slot 4 [ 2.675094] Cannot allocate resource for EISA slot 5 [ 2.675105] Cannot allocate resource for EISA slot 6 [ 2.675116] Cannot allocate resource for EISA slot 7 [ 2.675127] Cannot allocate resource for EISA slot 8 [ 2.675137] EISA: Detected 0 cards. [ 2.675161] cpufreq-nforce2: No nForce2 chipset. [ 2.675401] cpuidle: using governor ladder [ 2.675786] cpuidle: using governor menu [ 2.675797] EFI Variables Facility v0.08 2004-May-17 [ 2.676429] TCP cubic registered [ 2.676751] NET: Registered protocol family 10 [ 2.678031] NET: Registered protocol family 17 [ 2.678052] Registering the dns_resolver key type [ 2.678107] Using IPI No-Shortcut mode [ 2.678515] PM: Hibernation image not present or could not be loaded. [ 2.678543] registered taskstats version 1 [ 2.701145] Magic number: 0:84:234 [ 2.701312] rtc_cmos 00:08: setting system clock to 2012-10-04 15:13:51 UTC (1349363631) [ 2.702280] BIOS EDD facility v0.16 2004-Jun-25, 0 devices found [ 2.702294] EDD information not available. [ 2.702858] Freeing unused kernel memory: 740k freed [ 2.703630] Write protecting the kernel text: 5816k [ 2.703692] Write protecting the kernel read-only data: 2376k [ 2.703706] NX-protecting the kernel data: 4424k [ 2.751226] udevd[84]: starting version 175 [ 2.980162] usb 1-1: new high-speed USB device number 2 using ehci_hcd [ 3.001394] r8169 Gigabit Ethernet driver 2.3LK-NAPI loaded [ 3.001474] r8169 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 3.001554] r8169 0000:01:00.0: setting latency timer to 64 [ 3.001654] r8169 0000:01:00.0: irq 43 for MSI/MSI-X [ 3.004220] r8169 0000:01:00.0: eth0: RTL8168c/8111c at 0xf8416000, 00:18:92:03:10:46, XID 1c4000c0 IRQ 43 [ 3.004254] r8169 0000:01:00.0: eth0: jumbo features [frames: 6128 bytes, tx checksumming: ko] [ 3.004347] r8169 Gigabit Ethernet driver 2.3LK-NAPI loaded [ 3.005085] r8169 0000:04:00.0: PCI INT A -> GSI 18 (level, low) -> IRQ 18 [ 3.005182] r8169 0000:04:00.0: setting latency timer to 64 [ 3.005292] r8169 0000:04:00.0: irq 44 for MSI/MSI-X [ 3.007187] r8169 0000:04:00.0: eth1: RTL8168c/8111c at 0xf8418000, 00:18:92:03:10:47, XID 1c4000c0 IRQ 44 [ 3.007224] r8169 0000:04:00.0: eth1: jumbo features [frames: 6128 bytes, tx checksumming: ko] [ 3.034417] pata_sch 0000:00:1f.1: version 0.2 [ 3.034518] pata_sch 0000:00:1f.1: setting latency timer to 64 [ 3.036698] scsi0 : pata_sch [ 3.039842] scsi1 : pata_sch [ 3.040913] ata1: PATA max UDMA/100 cmd 0x1f0 ctl 0x3f6 bmdma 0xf060 irq 14 [ 3.040940] ata2: PATA max UDMA/100 cmd 0x170 ctl 0x376 bmdma 0xf068 irq 15 [ 3.131850] Initializing USB Mass Storage driver... [ 3.136405] scsi2 : usb-storage 1-1:1.0 [ 3.136642] usbcore: registered new interface driver usb-storage [ 3.136656] USB Mass Storage support registered. [ 3.524465] usb 3-1: new low-speed USB device number 2 using uhci_hcd [ 3.968144] usb 3-2: new full-speed USB device number 3 using uhci_hcd [ 4.137903] scsi 2:0:0:0: Direct-Access TS TS4GUFM-H 1100 PQ: 0 ANSI: 0 CCS [ 4.140067] sd 2:0:0:0: Attached scsi generic sg0 type 0 [ 4.140590] sd 2:0:0:0: [sda] 8028160 512-byte logical blocks: (4.11 GB/3.82 GiB) [ 4.141597] sd 2:0:0:0: [sda] Write Protect is off [ 4.141618] sd 2:0:0:0: [sda] Mode Sense: 43 00 00 00 [ 4.142974] sd 2:0:0:0: [sda] No Caching mode page present [ 4.143000] sd 2:0:0:0: [sda] Assuming drive cache: write through [ 4.145837] sd 2:0:0:0: [sda] No Caching mode page present [ 4.145858] sd 2:0:0:0: [sda] Assuming drive cache: write through [ 4.147931] sda: sda1 sda2 < sda5 > [ 4.150972] sd 2:0:0:0: [sda] No Caching mode page present [ 4.151001] sd 2:0:0:0: [sda] Assuming drive cache: write through [ 4.151023] sd 2:0:0:0: [sda] Attached SCSI disk [ 4.249168] input: HID 046a:004b as /devices/pci0000:00/0000:00:1d.1/usb3/3-1/3-1:1.0/input/input2 [ 4.249579] generic-usb 0003:046A:004B.0001: input,hidraw0: USB HID v1.11 Keyboard [HID 046a:004b] on usb-0000:00:1d.1-1/input0 [ 4.287805] input: HID 046a:004b as /devices/pci0000:00/0000:00:1d.1/usb3/3-1/3-1:1.1/input/input3 [ 4.289235] generic-usb 0003:046A:004B.0002: input,hidraw1: USB HID v1.11 Mouse [HID 046a:004b] on usb-0000:00:1d.1-1/input1 [ 4.297604] input: EloTouchSystems,Inc Elo TouchSystems 2216 AccuTouch\xffffffc2\xffffffae\xffffffae USB Touchmonitor Interface as /devices/pci0000:00/0000:00:1d.1/usb3/3-2/3-2:1.0/input/input4 [ 4.298913] generic-usb 0003:04E7:0050.0003: input,hidraw2: USB HID v1.00 Pointer [EloTouchSystems,Inc Elo TouchSystems 2216 AccuTouch\xffffffc2\xffffffae\xffffffae USB Touchmonitor Interface] on usb-0000:00:1d.1-2/input0 [ 4.299878] usbcore: registered new interface driver usbhid [ 4.299925] usbhid: USB HID core driver [ 4.352639] EXT4-fs (sda1): INFO: recovery required on readonly filesystem [ 4.352661] EXT4-fs (sda1): write access will be enabled during recovery [ 8.519257] EXT4-fs (sda1): recovery complete [ 8.564389] EXT4-fs (sda1): mounted filesystem with ordered data mode. Opts: (null) [ 14.280922] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 14.280944] ADDRCONF(NETDEV_UP): eth1: link is not ready [ 14.310368] udevd[308]: starting version 175 [ 14.353873] Adding 1045500k swap on /dev/sda5. Priority:-1 extents:1 across:1045500k [ 14.428718] lp: driver loaded but no devices found [ 14.521667] EXT4-fs (sda1): re-mounted. Opts: errors=remount-ro [ 15.073459] [drm] Initialized drm 1.1.0 20060810 [ 15.097073] psb_gfx: module is from the staging directory, the quality is unknown, you have been warned. [ 15.180630] gma500 0000:00:02.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 15.180648] gma500 0000:00:02.0: setting latency timer to 64 [ 15.182117] Stolen memory information [ 15.182127] base in RAM: 0x7f800000 [ 15.182134] size: 7932K, calculated by (GTT RAM base) - (Stolen base), seems wrong [ 15.182143] the correct size should be: 8M(dvmt mode=3) [ 15.234889] Set up 1983 stolen pages starting at 0x7f800000, GTT offset 0K [ 15.235126] [drm] SGX core id = 0x01130000 [ 15.235135] [drm] SGX core rev major = 0x01, minor = 0x02 [ 15.235143] [drm] SGX core rev maintenance = 0x01, designer = 0x00 [ 15.268796] [Firmware Bug]: ACPI: No _BQC method, cannot determine initial brightness [ 15.269888] acpi device:04: registered as cooling_device2 [ 15.270568] acpi device:05: registered as cooling_device3 [ 15.270947] input: Video Bus as /devices/LNXSYSTM:00/device:00/PNP0A08:00/LNXVIDEO:00/input/input5 [ 15.271238] ACPI: Video Device [GFX0] (multi-head: yes rom: no post: no) [ 15.271424] [drm] Supports vblank timestamp caching Rev 1 (10.10.2010). [ 15.271434] [drm] No driver support for vblank timestamp query. [ 15.374694] type=1400 audit(1349363644.167:2): apparmor="STATUS" operation="profile_load" name="/sbin/dhclient" pid=435 comm="apparmor_parser" [ 15.385518] type=1400 audit(1349363644.179:3): apparmor="STATUS" operation="profile_load" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=435 comm="apparmor_parser" [ 15.386369] type=1400 audit(1349363644.179:4): apparmor="STATUS" operation="profile_load" name="/usr/lib/connman/scripts/dhclient-script" pid=435 comm="apparmor_parser" [ 15.677514] r8169 0000:01:00.0: eth0: link down [ 15.694828] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 16.537490] gma500 0000:00:02.0: allocated 800x480 fb [ 16.558066] fbcon: psbfb (fb0) is primary device [ 16.747122] gma500 0000:00:02.0: BL bug: Reg 00000000 save 00000000 [ 16.775550] Console: switching to colour frame buffer device 100x30 [ 16.781804] fb0: psbfb frame buffer device [ 16.781812] drm: registered panic notifier [ 16.870168] [drm] Initialized gma500 1.0.0 2011-06-06 for 0000:00:02.0 on minor 0 [ 16.871166] snd_hda_intel 0000:00:1b.0: power state changed by ACPI to D0 [ 16.871186] snd_hda_intel 0000:00:1b.0: power state changed by ACPI to D0 [ 16.871207] snd_hda_intel 0000:00:1b.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 16.871284] snd_hda_intel 0000:00:1b.0: setting latency timer to 64 [ 29.338953] r8169 0000:01:00.0: eth0: link up [ 29.339471] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready [ 31.427223] init: failsafe main process (675) killed by TERM signal [ 31.522411] type=1400 audit(1349363660.316:5): apparmor="STATUS" operation="profile_replace" name="/sbin/dhclient" pid=889 comm="apparmor_parser" [ 31.523956] type=1400 audit(1349363660.316:6): apparmor="STATUS" operation="profile_replace" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=889 comm="apparmor_parser" [ 31.524882] type=1400 audit(1349363660.320:7): apparmor="STATUS" operation="profile_replace" name="/usr/lib/connman/scripts/dhclient-script" pid=889 comm="apparmor_parser" [ 31.525940] type=1400 audit(1349363660.320:8): apparmor="STATUS" operation="profile_load" name="/usr/sbin/tcpdump" pid=891 comm="apparmor_parser" [ 34.526445] postgres (1003): /proc/1003/oom_adj is deprecated, please use /proc/1003/oom_score_adj instead. [ 40.144048] eth0: no IPv6 routers present

    Read the article

  • How do you decide site availability requirements?

    - by Nathan Long
    I work on a web application to file a specific kind of county taxes. Our company wants our state to mandate that counties must accept electronic filings (as opposed to paper) from any system that meets some sensible requirements for uptime, security, data validation, etc. (Yes, this would help us as a business, but it would also force county governments to be more efficient.) We're creating a draft of those requirements to be reviewed and tweaked with the state. One of the sections is "availability." We want to specify something reasonably high, but not so high that any unexpected problem will get us (or a competitor) penalized. How do we decide what's reasonable for availability requirements?

    Read the article

  • Passing elapsed time to the update function from the game loop

    - by Sri Harsha Chilakapati
    I want to pass the time elapsed to the update() method as this would make easy to implement the animations and time related concepts. Here's my game-loop. public void gameLoop(){ boolean running = true; long gameTime = getCurrentTime(); long elapsedTime = 0; long lastUpdateTime = 0; int loops; while (running){ loops = 0; while(getCurrentTime()>gameTime && loops<Global.MAX_FRAMESKIP){ elapsedTime = getCurrentTime() - lastUpdateTime; lastUpdateTime = getCurrentTime(); update(elapsedTime); gameTime += SKIP_STEPS; loops++; } displayGame(); } } getCurrentTime() method public long getCurrentTime(){ return (System.nanoTime()/1000000); } update() method long time = 0; public void update(long elapsedTime){ time += elapsedTime; if (time>=1000){ System.out.println("A second elapsed"); time -= 1000; } } But this is printing the message for 3 seconds. Thanks.

    Read the article

  • Solarized Theme in Terminal Vim on Xubuntu

    - by Dave Long
    I recently setup my laptop with Xubuntu 13.04 and after installing and setting up all my dotfiles, which have previously worked fine with Ubuntu 13.04 with XFCE installed, my colorscheme in Vim is using the wrong colors. I dropped the terminalrc file from the Solarized repository in ~/.config/xfce4/terminal/terminalrc and setup my dotfiles (which can be found at http://github.com/davejlong/dotfiles). Here is a screen shot of my Temrinal when I open a file in Vim: Here is the contents of ~/.config/xfce4/terminal/terminalrc: [Configuration] ColorCursor=#0f0f49499999 ColorForeground=#838394949696 ColorBackground=#00002b2b3636 ColorPalette1=#070736364242 ColorPalette2=#dcdc32322f2f ColorPalette3=#858599990000 ColorPalette4=#b5b589890000 ColorPalette5=#26268b8bd2d2 ColorPalette6=#d3d336368282 ColorPalette7=#2a2aa1a19898 ColorPalette8=#eeeee8e8d5d5 ColorPalette9=#00002b2b3636 ColorPalette10=#cbcb4b4b1616 ColorPalette11=#58586e6e7575 ColorPalette12=#65657b7b8383 ColorPalette13=#838394949696 ColorPalette14=#6c6c7171c4c4 ColorPalette15=#9393a1a1a1a1 ColorPalette16=#fdfdf6f6e3e3 Term=xterm-256color FontName=Inconsolata Medium 12 MiscAlwaysShowTabs=FALSE MiscBell=FALSE MiscBordersDefault=TRUE MiscCursorBlinks=FALSE MiscCursorShape=TERMINAL_CURSOR_SHAPE_BLOCK MiscDefaultGeometry=80x24 MiscInheritGeometry=FALSE MiscMenubarDefault=TRUE MiscMouseAutohide=FALSE MiscToolbarDefault=FALSE MiscConfirmClose=TRUE MiscCycleTabs=TRUE MiscTabCloseButtons=TRUE MiscTabCloseMiddleClick=TRUE MiscTabPosition=GTK_POS_TOP MiscHighlightUrls=TRUE MiscScrollAlternateScreen=TRUE

    Read the article

  • Collision Detection Code Structure with Sloped Tiles

    - by ProgrammerGuy123
    Im making a 2D tile based game with slopes, and I need help on the collision detection. This question is not about determining the vertical position of the player given the horizontal position when on a slope, but rather the structure of the code. Here is my pseudocode for the collision detection: void Player::handleTileCollisions() { int left = //find tile that's left of player int right = //find tile that's right of player int top = //find tile that's above player int bottom = //find tile that's below player for(int x = left; x <= right; x++) { for(int y = top; y <= bottom; y++) { switch(getTileType(x, y)) { case 1: //solid tile { //resolve collisions break; } case 2: //sloped tile { //resolve collisions break; } default: //air tile or whatever else break; } } } } When the player is on a sloped tile, he is actually inside the tile itself horizontally, that way the player doesn't look like he is floating. This creates a problem because when there is a sloped tile next to a solid square tile, the player can't move passed it because this algorithm resolves any collisions with the solid tile. Here is a gif showing this problem: So what is a good way to structure my code so that when the player is inside a sloped tile, solid tiles get ignored?

    Read the article

  • Per Pixel Collision Detection

    - by CJ Cohorst
    Just a quick question, I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code? Any help is appreciated. Thanks in advance!

    Read the article

  • Adding objects to the environment at timed intervals

    - by david
    I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights? Here is my code: /**** FOX CLASS ****/ import env3d.EnvObject; import java.util.ArrayList; public class Fox extends Creature { private int frame = 0; public Fox(double x, double y, double z) { super(x, y, z); // Must use the mutator as the fields have private access // in the parent class setTexture("models/fox/fox.png"); setModel("models/fox/fox.obj"); setScale(1.4); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; setX(getX()-0.2); setRotateY(270); if (frame > 120) { Fox f = new Fox(60, 1, (int)(Math.random()*28)+1); new_creatures.add(f); frame = 0; } for (Creature c : creatures) { if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) { dead_creatures.add(c); } } for (Creature c : creatures) { if (c.getX() < 1 && c instanceof Fox) { dead_creatures.add(c); } } } } import env3d.Env; import java.util.ArrayList; import org.lwjgl.input.Keyboard; /** * A predator and prey simulation. Fox is the predator and Tux is the prey. */ public class Game { private Env env; private boolean finished; private ArrayList<Creature> creatures; private KingTux king; private Snowball ball; private int tuxcounter; private int kills; /** * Constructor for the Game class. It sets up the foxes and tuxes. */ public Game() { // we use a separate ArrayList to keep track of each animal. // our room is 50 x 50. creatures = new ArrayList<Creature>(); for (int i = 0; i < 10; i++) { creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1)); } for (int i = 0; i < 1; i++) { creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1)); } king = new KingTux(25, 1, 35); ball = new Snowball(-400, -400, -400); } /** * Play the game */ public void play() { finished = false; // Create the new environment. Must be done in the same // method as the game loop env = new Env(); // Make the room 50 x 50. env.setRoom(new Room()); // Add all the animals into to the environment for display for (Creature c : creatures) { env.addObject(c); } for (Creature c : creatures) { if (c instanceof Tux) { tuxcounter++; } } env.addObject(king); env.addObject(ball); // Sets up the camera env.setCameraXYZ(30, 50, 55); env.setCameraPitch(-63); // Turn off the default controls env.setDefaultControl(false); // A list to keep track of dead tuxes. ArrayList<Creature> dead_creatures = new ArrayList<Creature>(); ArrayList<Creature> new_creatures = new ArrayList<Creature>(); // The main game loop while (!finished) { if (env.getKey() == 1 || tuxcounter == 0) { finished = true; } env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0); env.setDisplayStr("Kills: " + kills, 140, 0); processInput(); ball.move(); king.check(); // Move each fox and tux. for (Creature c : creatures) { c.move(creatures, dead_creatures, new_creatures); } for (Creature c : creatures) { if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) { dead_creatures.add(c); ball.setX(-400); ball.setY(-400); ball.setZ(-400); kills++; } } // Clean up of the dead tuxes. for (Creature c : dead_creatures) { if (c instanceof Tux) { tuxcounter--; } env.removeObject(c); creatures.remove(c); } for (Creature c : new_creatures) { creatures.add(c); env.addObject(c); } // we clear the ArrayList for the next loop. We could create a new one // every loop but that would be very inefficient. dead_creatures.clear(); new_creatures.clear(); // Update display env.advanceOneFrame(); } // Just a little clean up env.exit(); } private void processInput() { int keyDown = env.getKeyDown(); int key = env.getKey(); if (keyDown == 203) { king.setX(king.getX()-1); } else if (keyDown == 205) { king.setX(king.getX()+1); } if (ball.getX() <= -400 && key == Keyboard.KEY_S) { ball.setX(king.getX()); ball.setY(king.getY()); ball.setZ(king.getZ()); } } /** * Main method to launch the program. */ public static void main(String args[]) { (new Game()).play(); } } /**** CREATURE CLASS ****/ /* (Parent class to Tux, Fox, and KingTux) */ import env3d.EnvObject; import java.util.ArrayList; abstract public class Creature extends EnvObject { private int frame; private double rand; /** * Constructor for objects of class Creature */ public Creature(double x, double y, double z) { setX(x); setY(y); setZ(z); setScale(1); rand = Math.random(); } private void randomGenerator() { rand = Math.random(); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; if (frame > 12) { randomGenerator(); frame = 0; } // if (rand < 0.25) { // setX(getX()+0.3); // setRotateY(90); // } else if (rand < 0.5) { // setX(getX()-0.3); // setRotateY(270); // } else if (rand < 0.75) { // setZ(getZ()+0.3); // setRotateY(0); // } else if (rand < 1) { // setZ(getZ()-0.3); // setRotateY(180); // } if (rand < 0.5) { setRotateY(getRotateY()-7); } else if (rand < 1) { setRotateY(getRotateY()+7); } setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5); setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5); if (getX() < getScale()) setX(getScale()); if (getX() > 50-getScale()) setX(50 - getScale()); if (getZ() < getScale()) setZ(getScale()); if (getZ() > 50-getScale()) setZ(50 - getScale()); // The move method now handles collision detection if (this instanceof Fox) { for (Creature c : creatures) { if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) { dead_creatures.add(c); } } } } } The rest of the classes are a bit trivial to this specific problem.

    Read the article

  • Mac OS ? Assembly Language Esoteria

    - by veryfoolish
    I've been playing around with assembly and object files in general on Mac OS ? and was wondering if somebody could provide some edification. Specifically, I'm wondering what the extra code GCC generates when compiling the C file in the following example does. I have a toy C program so I can comprehend the assembly output. int main() { int a = 5; int b = 5; int c = a + b; } Running this through gcc -S creates the following assembly: .text .globl _main _main: LFB2: pushq %rbp LCFI0: movq %rsp, %rbp LCFI1: movl $5, -4(%rbp) movl $5, -8(%rbp) movl -8(%rbp), %eax addl -4(%rbp), %eax movl %eax, -12(%rbp) leave ret LFE2: .section __TEXT,__eh_frame,coalesced,no_toc+strip_static_syms+live_support EH_frame1: .set L$set$0,LECIE1-LSCIE1 .long L$set$0 LSCIE1: .long 0x0 .byte 0x1 .ascii "zR\0" .byte 0x1 .byte 0x78 .byte 0x10 .byte 0x1 .byte 0x10 .byte 0xc .byte 0x7 .byte 0x8 .byte 0x90 .byte 0x1 .align 3 LECIE1: .globl _main.eh _main.eh: LSFDE1: .set L$set$1,LEFDE1-LASFDE1 .long L$set$1 LASFDE1: .long LASFDE1-EH_frame1 .quad LFB2-. .set L$set$2,LFE2-LFB2 .quad L$set$2 .byte 0x0 .byte 0x4 .set L$set$3,LCFI0-LFB2 .long L$set$3 .byte 0xe .byte 0x10 .byte 0x86 .byte 0x2 .byte 0x4 .set L$set$4,LCFI1-LCFI0 .long L$set$4 .byte 0xd .byte 0x6 .align 3 LEFDE1: .subsections_via_symbols The LCFI1 section seems to contain the actual logic for the program, but I'm not sure what the misc. other stuff is for... also, is there any scheme these labels are following? I'm sorry this is such a vague question. I'd appreciate anything, including being pointed to a resource where I can find out more about this. Thanks!

    Read the article

  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

    Read the article

  • VMWare Fusion Folder Sharing Not Working with Server

    - by Dave Long
    I have a Ubuntu Server running in VMWare Fusion 3.1.2 on my MacBook Pro for Java development and all my projects sit on my Mac in ~/Workspace/ColdFusion. I had ColdFusion/ shared with my VM through the VMWare tools, and it was working perfectly up until friday when the folder sharing just stopped. No updates on either mac or linux besides an iTunes update. I tried uninstalling the VMWare tools and reinstalling them but I get an error at the end of the install. It appears that when I reinstall the tools there are files left over from the old installation. Is there a way to force the unsinstall script to completely uninstall and remove all files for the VMWare-Tools? I know the shared folder used to mount at /mnt/hgfs/ColdFusion.

    Read the article

  • Keeping Aspect Screen Ration While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

    Read the article

  • ASP.NET ViewState Tips and Tricks #1

    - by João Angelo
    In User Controls or Custom Controls DO NOT use ViewState to store non public properties. Persisting non public properties in ViewState results in loss of functionality if the Page hosting the controls has ViewState disabled since it can no longer reset values of non public properties on page load. Example: public class ExampleControl : WebControl { private const string PublicViewStateKey = "Example_Public"; private const string NonPublicViewStateKey = "Example_NonPublic"; // DO public int Public { get { object o = this.ViewState[PublicViewStateKey]; if (o == null) return default(int); return (int)o; } set { this.ViewState[PublicViewStateKey] = value; } } // DO NOT private int NonPublic { get { object o = this.ViewState[NonPublicViewStateKey]; if (o == null) return default(int); return (int)o; } set { this.ViewState[NonPublicViewStateKey] = value; } } } // Page with ViewState disabled public partial class ExamplePage : Page { protected override void OnLoad(EventArgs e) { base.OnLoad(e); this.Example.Public = 10; // Restore Public value this.Example.NonPublic = 20; // Compile Error! } }

    Read the article

  • Import emails from hard disk image?

    - by Chen Xiao-Long
    My old Pentium 3 email server just died on me. Is it possible import all my emails that I had? I was running postfix and the cyrus IMAP server. I can chroot to the hard drive to run any commands if needed. After grep'ing the hard drive, I found that all of my emails are in /var/spool/imap. I assume that I can't just copy all the emails to my new server, so what do I need to do to get them onto my new server?

    Read the article

  • Hidden web standards behind Google "custom searchEngines"?

    - by Hoàng Long
    Today while playing with Google Chrome Omnibox, I notice a strange behavior. I guess there's some "hidden" web standard behind it, but can't figure it out. Here's how to reproduce: Go to http://edition.cnn.com/ Use the search function at the higher right corner, Search a random keyword, for example: "abc" Close the tabs. Open a new tab, type until Chrome reminds you about http://edition.cnn.com/, then press "Tab" The Omnibox now shows "Search CNN.com"! And when you type "abc" and press Enter, it uses the CNN search function to do the job, not Google! I also tried it for several different sites. To some it won't work. But to some sites, like CNN, vnexpress.net, it works after I use the search function of that site once. I also learnt about chrome://settings/searchEngines (type it in your chrome box and you will see), and learnt about you can add custom search engine in chrome. But the question is, why Chrome can realize the search URL automatically to some pages, and not others? It's not because some site subscribe to Google service, because I can do the same method for my site (http://ledohoanglong.wordpress.com), and I'm sure that there's no subscription. So I guess there's a method to "expose" the search function of a site, so that Google Chrome can catch it (after I call the search function of that site once, of courses). Does anyone know about how it works behind the scene?

    Read the article

  • Keeping Aspect Screen Ratio While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

    Read the article

  • C#/.NET Little Wonders: Skip() and Take()

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. I’ve covered many valuable methods from System.Linq class library before, so you already know it’s packed with extension-method goodness.  Today I’d like to cover two small families I’ve neglected to mention before: Skip() and Take().  While these methods seem so simple, they are an easy way to create sub-sequences for IEnumerable<T>, much the way GetRange() creates sub-lists for List<T>. Skip() and SkipWhile() The Skip() family of methods is used to ignore items in a sequence until either a certain number are passed, or until a certain condition becomes false.  This makes the methods great for starting a sequence at a point possibly other than the first item of the original sequence.   The Skip() family of methods contains the following methods (shown below in extension method syntax): Skip(int count) Ignores the specified number of items and returns a sequence starting at the item after the last skipped item (if any).  SkipWhile(Func<T, bool> predicate) Ignores items as long as the predicate returns true and returns a sequence starting with the first item to invalidate the predicate (if any).  SkipWhile(Func<T, int, bool> predicate) Same as above, but passes not only the item itself to the predicate, but also the index of the item.  For example: 1: var list = new[] { 3.14, 2.72, 42.0, 9.9, 13.0, 101.0 }; 2:  3: // sequence contains { 2.72, 42.0, 9.9, 13.0, 101.0 } 4: var afterSecond = list.Skip(1); 5: Console.WriteLine(string.Join(", ", afterSecond)); 6:  7: // sequence contains { 42.0, 9.9, 13.0, 101.0 } 8: var afterFirstDoubleDigit = list.SkipWhile(v => v < 10.0); 9: Console.WriteLine(string.Join(", ", afterFirstDoubleDigit)); Note that the SkipWhile() stops skipping at the first item that returns false and returns from there to the rest of the sequence, even if further items in that sequence also would satisfy the predicate (otherwise, you’d probably be using Where() instead, of course). If you do use the form of SkipWhile() which also passes an index into the predicate, then you should keep in mind that this is the index of the item in the sequence you are calling SkipWhile() from, not the index in the original collection.  That is, consider the following: 1: var list = new[] { 1.0, 1.1, 1.2, 2.2, 2.3, 2.4 }; 2:  3: // Get all items < 10, then 4: var whatAmI = list 5: .Skip(2) 6: .SkipWhile((i, x) => i > x); For this example the result above is 2.4, and not 1.2, 2.2, 2.3, 2.4 as some might expect.  The key is knowing what the index is that’s passed to the predicate in SkipWhile().  In the code above, because Skip(2) skips 1.0 and 1.1, the sequence passed to SkipWhile() begins at 1.2 and thus it considers the “index” of 1.2 to be 0 and not 2.  This same logic applies when using any of the extension methods that have an overload that allows you to pass an index into the delegate, such as SkipWhile(), TakeWhile(), Select(), Where(), etc.  It should also be noted, that it’s fine to Skip() more items than exist in the sequence (an empty sequence is the result), or even to Skip(0) which results in the full sequence.  So why would it ever be useful to return Skip(0) deliberately?  One reason might be to return a List<T> as an immutable sequence.  Consider this class: 1: public class MyClass 2: { 3: private List<int> _myList = new List<int>(); 4:  5: // works on surface, but one can cast back to List<int> and mutate the original... 6: public IEnumerable<int> OneWay 7: { 8: get { return _myList; } 9: } 10:  11: // works, but still has Add() etc which throw at runtime if accidentally called 12: public ReadOnlyCollection<int> AnotherWay 13: { 14: get { return new ReadOnlyCollection<int>(_myList); } 15: } 16:  17: // immutable, can't be cast back to List<int>, doesn't have methods that throw at runtime 18: public IEnumerable<int> YetAnotherWay 19: { 20: get { return _myList.Skip(0); } 21: } 22: } This code snippet shows three (among many) ways to return an internal sequence in varying levels of immutability.  Obviously if you just try to return as IEnumerable<T> without doing anything more, there’s always the danger the caller could cast back to List<T> and mutate your internal structure.  You could also return a ReadOnlyCollection<T>, but this still has the mutating methods, they just throw at runtime when called instead of giving compiler errors.  Finally, you can return the internal list as a sequence using Skip(0) which skips no items and just runs an iterator through the list.  The result is an iterator, which cannot be cast back to List<T>.  Of course, there’s many ways to do this (including just cloning the list, etc.) but the point is it illustrates a potential use of using an explicit Skip(0). Take() and TakeWhile() The Take() and TakeWhile() methods can be though of as somewhat of the inverse of Skip() and SkipWhile().  That is, while Skip() ignores the first X items and returns the rest, Take() returns a sequence of the first X items and ignores the rest.  Since they are somewhat of an inverse of each other, it makes sense that their calling signatures are identical (beyond the method name obviously): Take(int count) Returns a sequence containing up to the specified number of items. Anything after the count is ignored. TakeWhile(Func<T, bool> predicate) Returns a sequence containing items as long as the predicate returns true.  Anything from the point the predicate returns false and beyond is ignored. TakeWhile(Func<T, int, bool> predicate) Same as above, but passes not only the item itself to the predicate, but also the index of the item. So, for example, we could do the following: 1: var list = new[] { 1.0, 1.1, 1.2, 2.2, 2.3, 2.4 }; 2:  3: // sequence contains 1.0 and 1.1 4: var firstTwo = list.Take(2); 5:  6: // sequence contains 1.0, 1.1, 1.2 7: var underTwo = list.TakeWhile(i => i < 2.0); The same considerations for SkipWhile() with index apply to TakeWhile() with index, of course.  Using Skip() and Take() for sub-sequences A few weeks back, I talked about The List<T> Range Methods and showed how they could be used to get a sub-list of a List<T>.  This works well if you’re dealing with List<T>, or don’t mind converting to List<T>.  But if you have a simple IEnumerable<T> sequence and want to get a sub-sequence, you can also use Skip() and Take() to much the same effect: 1: var list = new List<double> { 1.0, 1.1, 1.2, 2.2, 2.3, 2.4 }; 2:  3: // results in List<T> containing { 1.2, 2.2, 2.3 } 4: var subList = list.GetRange(2, 3); 5:  6: // results in sequence containing { 1.2, 2.2, 2.3 } 7: var subSequence = list.Skip(2).Take(3); I say “much the same effect” because there are some differences.  First of all GetRange() will throw if the starting index or the count are greater than the number of items in the list, but Skip() and Take() do not.  Also GetRange() is a method off of List<T>, thus it can use direct indexing to get to the items much more efficiently, whereas Skip() and Take() operate on sequences and may actually have to walk through the items they skip to create the resulting sequence.  So each has their pros and cons.  My general rule of thumb is if I’m already working with a List<T> I’ll use GetRange(), but for any plain IEnumerable<T> sequence I’ll tend to prefer Skip() and Take() instead. Summary The Skip() and Take() families of LINQ extension methods are handy for producing sub-sequences from any IEnumerable<T> sequence.  Skip() will ignore the specified number of items and return the rest of the sequence, whereas Take() will return the specified number of items and ignore the rest of the sequence.  Similarly, the SkipWhile() and TakeWhile() methods can be used to skip or take items, respectively, until a given predicate returns false.    Technorati Tags: C#, CSharp, .NET, LINQ, IEnumerable<T>, Skip, Take, SkipWhile, TakeWhile

    Read the article

  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

    Read the article

  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

    Read the article

  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

    Read the article

  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

    Read the article

  • MaaS minimum requirements with juju-jitsu?

    - by Christopher Shen Mu Long
    I've browsed through so many different sites and found so much contradictory information. As I am getting tired of this and do belive this question affects many other users, so I would like to collect the "once and for all times" answer. Unfortunately, the documentation on MaaS and Juju is ... well, not the best, sorry to say that. What are the minimum system requirements for setting up a MaaS cluster, which is going to be orchestrated with juju-jitsu? Do they need to have the exact system specifications or can I just combine different hardware? What are the minimum requirements for the master machine? E.g. "You need at least 8GB of RAM, a dual core CPU with at least 3.0 GHz." How many machines to I need to deploy MaaS on? I've read six machines, nine machines, and so on. I clearly want to know: "You need one for the Master and e.g. five nodes." Do I need to attach as many NICs (network interface cards) to my master machine as there are nodes, or can I simply attach two NICs and a switch? One NIC for connecting to the internet, one for handling the MaaS tasks, connected to a switch, which connects my nodes to the master? Is Juju now ready for local deployment? The last time I experimented with juju and had to reboot my machine, the services orchestrated by juju were gone. This was an issue I also found on the official juju site. Unfortunately, as mentioned above, the documentation is not the best, so I could not find the necessary info on that again. So: Can I use juju on a local environment or will a reboot break my setup?

    Read the article

< Previous Page | 129 130 131 132 133 134 135 136 137 138 139 140  | Next Page >