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  • Upgrading 10.04LTS -> 10.10 using custom sources

    - by Boatzart
    I'm trying to upgrade to 10.10 from 10.04 LTS using a custom sources.list file that points to an unofficial mirror*. The mirror does have maverick, but I get the following output when upgrading: boatzart@somecomputer: > sudo do-release-upgrade Checking for a new ubuntu release Done Upgrade tool signature Done Upgrade tool Done downloading extracting 'maverick.tar.gz' authenticate 'maverick.tar.gz' against 'maverick.tar.gz.gpg' tar: Removing leading `/' from member names Reading cache Checking package manager Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Updating repository information WARNING: Failed to read mirror file No valid mirror found While scanning your repository information no mirror entry for the upgrade was found. This can happen if you run a internal mirror or if the mirror information is out of date. Do you want to rewrite your 'sources.list' file anyway? If you choose 'Yes' here it will update all 'lucid' to 'maverick' entries. If you select 'No' the upgrade will cancel. Continue [yN] y WARNING: Failed to read mirror file 96% [Working] Checking package manager Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Calculating the changes Calculating the changes Could not calculate the upgrade An unresolvable problem occurred while calculating the upgrade: The package 'update-manager-kde' is marked for removal but it is in the removal blacklist. This can be caused by: * Upgrading to a pre-release version of Ubuntu * Running the current pre-release version of Ubuntu * Unofficial software packages not provided by Ubuntu If none of this applies, then please report this bug against the 'update-manager' package and include the files in /var/log/dist-upgrade/ in the bug report. Restoring original system state Aborting Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Here is the relevant section from /var/log/dist-upgrade/main.log: 2010-11-18 14:05:52,117 DEBUG The package 'update-manager-kde' is marked for removal but it's in the removal blacklist 2010-11-18 14:05:52,136 ERROR Dist-upgrade failed: 'The package 'update-manager-kde' is marked for removal but it is in the removal blacklist.' 2010-11-18 14:05:52,136 DEBUG abort called *I'm located inside of USC, and for some crazy reason any sustained downloads to anywhere outside of the University are throttled down to 5kbps inside of my lab. Because of this I need to use the following sources.list: deb http://mirrors.usc.edu/pub/linux/distributions/ubuntu/ lucid main restricted universe multiverse deb http://mirrors.usc.edu/pub/linux/distributions/ubuntu/ lucid-updates main restricted universe multiverse deb http://mirrors.usc.edu/pub/linux/distributions/ubuntu/ lucid-backports main restricted universe multiverse deb http://mirrors.usc.edu/pub/linux/distributions/ubuntu/ lucid-security main restricted universe multiverse I've tried adding four more entries to the sources.list with s/lucid/maverick/ but that didn't help. Does anyone know how to fix this? Thanks!

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • What will be the better way for data retrieval on application that needs to handle limited amount of data.?

    - by Milanix
    This is not really a coding question since, I am not adding any code in here. Since, adding my code snippets itself would make this question really long. Instead, I am pretty interested in knowing a better ways for data retrieval on application that needs to handle limited amount of data which isn't updated regularly. Let's take this example: I am writing an application which gets a schedule as an XML from server. I have written a logic in order to parse XML version and update database only if the version is newer than the local version. Although the update is checked automatically/manually on daily basis based on user preference, the actual version update happens only once per few months or so. Since, this is done by some other authority which doesn't provide API but, rather inform publicly on their changes. The actual XML contains a "(n number of groups)(days in a week) (n number of schedule)" . The group is usually 6 and the number of schedule is usually 2. So basically there would usually be only around 100 strings. Now although I have used SQLite at the moment. I want to know how to make update on database. Should I show progress dialog that the application is updating and exit the app when it's done? Since, my updates are infrequent i don't think this will really harm user experience but, is there any better ways to do it? Because I don't want update to be made when user is searching which is done using database. This will cause an database already open exception. Atleast I have faced this problem before. Is it better to rather parse XML every time when user wants to view certain things or to use SQLite? Since, I make lots of use of adapter in my app to create lists, will that degrade the performance? It would really be a great help if anyone can give me better overview about it. Or may be counter argument against each. Many thanks!

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  • Blank desktop after updates today, only unity2d works now [closed]

    - by NewUbuntuUser
    Possible Duplicate: Unity doesn't load, no Launcher, no Dash appears I have been using 12.04 (wubi) since a week now and this is my 1st exposure to linux. Everything was going on fine till now , but today as soon as I updated through the update manager , docky gave a message that compositing is required or something, and i got an error window which asked me to report the error and then the update manager asked me to reboot. After rebooting , i just get a blank desktop screen , no launcher, no toolbar. I have to restart with the power key. However if i login through Unity 2d everything is fine except the benefits of the 3d environment. I guess something got messed up after the update and i cant figure out which program or file caused this mess. I would highly appreciate if someone could help me out with this as I really liked working on ubuntu after windows 7. Thanks! SOLVED-- Thanks @jrg for the link provided.. it helped me to come out of this mess. Actually some update of compizconfig made the unity plugin inactive did something to the Animation add ons , the one which you use for the burn effect etc. What i did was : On the blank desktop Pressed keys Ctrl + Alt + T to bring up the terminal and typed ccsm This brought up the compiz config system manager, there i enabled the unity plugin and rebooted. Everything started working fine. But then again when i started the addons plugin ,everything went back to square one.. :( . This time pressing Ctrl + Alt + T also did not help. Then i tried Ctrl + Alt + F1 , it brought up a terminal or whatever u call it, and then i typed unity --reset , it did some resetting and in the end it showed some comositing done , I pressed Ctrl + Alt + F7 to come back to the desktop , and here it was , my old sweet desktop.. it had the animation effects too like wobbly windows, excepting the addons like the burn effect, i guess something got wrong with the last update of that addon plugin and now whenever i try turning that on , everything goes poof!! 6 hours wasted , but i guess i learnt something new.. not bad for an orthodontist i guess :))

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  • How to chain actions/animations together and delay their execution?

    - by codinghands
    I'm trying to build a simple game with a number of screens - 'TitleScreen', 'LoadingScreen', 'PlayScreen', 'HighScoreScreen' - each of which has it's own draw & update logic methods, sprites, other useful fields, etc. This works well for me as a game dev beginner, and it runs. However, on my 'PlayScreen' I want to run some animations before the player gets control - dropping in some artwork, playing some sound effects, generally prettifying things a little. However, I'm not sure what the best way to chain animations / sound effects / other timed general events is. I could make an intermediary screen, 'PrePlayScreen', which simply has all of this hardcoded like so: Update(){ Animation anim1 = new Animation(.....); Animation anim2 = new Animation(.....); anim1.Run(); if(anim1.State == AnimationState.Complete) anim2.Run(); if(anim2.State == AnimationState.Complete) // Load 'PlayScreen' screen } But this doesn't seem so great - surely their must be a better way? I then thought, 'Hey - an AnimationManager! That'd be awesome!'. But then that creeping OOP panic set in as I thought about it some more. If I create the Animation in my Screen, then add it to the AnimationManager (which may or may not be a GameComponent hooked up to Update/Draw), how can I get 'back' to it? To signal commands like start / end / repeat? I'd still need to keep a reference to the object in my Screen so that I could still communicate with it once it's buried in the bosom of a List in my AnimationManager. This seems bad. I've also tried using events - call 'Update' on all the animations in the PlayScreen update loop, but crucially all of the animations have a bool flag ('Active') which determines whether they should begin. The first animation has this set to 'true', all others 'false'. On completion the first animation raises an event, which sets animation 2's bool flag to true (and so it then runs). Once animation 2 is complete another 'anim complete' event is raised, and the screen state changes. Considering the game I'm making is basically as simple as it gets I know I'm overthinking this... it's just the paradigm shift from web - game development is making me break out in a serious case of the stupids.

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • ?????create or replace???PL/SQL??

    - by Liu Maclean(???)
    ????T.Askmaclean.com?????10gR2??????procedure,?????????create or replace ??????????????????,????Oracle???????????????????procedure? ??Maclean ??2?10gR2???????????PL/SQL?????: ??1: ??Flashback Query ????,?????????????flashback database,??????????create or replace???SQL??source$??????????undo data,????????????: SQL> select * from V$version; BANNER ---------------------------------------------------------------- Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bi PL/SQL Release 10.2.0.5.0 - Production CORE 10.2.0.5.0 Production TNS for Linux: Version 10.2.0.5.0 - Production NLSRTL Version 10.2.0.5.0 - Production SQL> select * from global_name; GLOBAL_NAME -------------------------------------------------------------------------------- www.oracledatabase12g.com SQL> create or replace procedure maclean_proc as   2  begin   3  execute immediate 'select 1 from dual';   4  end;   5  / Procedure created. SQL> select * from dba_source where name='MACLEAN_PROC'; OWNER      NAME                           TYPE               LINE TEXT ---------- ------------------------------ ------------ ---------- -------------------------------------------------- SYS        MACLEAN_PROC                   PROCEDURE             1 procedure maclean_proc as SYS        MACLEAN_PROC                   PROCEDURE             2 begin SYS        MACLEAN_PROC                   PROCEDURE             3 execute immediate 'select 1 from dual'; SYS        MACLEAN_PROC                   PROCEDURE             4 end; SQL> select current_scn from v$database; CURRENT_SCN -----------     2660057 create or replace procedure maclean_proc as begin -- I am new procedure execute immediate 'select 2 from dual'; end; / Procedure created. SQL> select current_scn from v$database; CURRENT_SCN -----------     2660113 SQL> select * from dba_source where name='MACLEAN_PROC'; OWNER      NAME                           TYPE               LINE TEXT ---------- ------------------------------ ------------ ---------- -------------------------------------------------- SYS        MACLEAN_PROC                   PROCEDURE             1 procedure maclean_proc as SYS        MACLEAN_PROC                   PROCEDURE             2 begin SYS        MACLEAN_PROC                   PROCEDURE             3 -- I am new procedure SYS        MACLEAN_PROC                   PROCEDURE             4 execute immediate 'select 2 from dual'; SYS        MACLEAN_PROC                   PROCEDURE             5 end; SQL> create table old_source as select * from dba_source as of scn 2660057 where name='MACLEAN_PROC'; Table created. SQL> select * from old_source where name='MACLEAN_PROC'; OWNER      NAME                           TYPE               LINE TEXT ---------- ------------------------------ ------------ ---------- -------------------------------------------------- SYS        MACLEAN_PROC                   PROCEDURE             1 procedure maclean_proc as SYS        MACLEAN_PROC                   PROCEDURE             2 begin SYS        MACLEAN_PROC                   PROCEDURE             3 execute immediate 'select 1 from dual'; SYS        MACLEAN_PROC                   PROCEDURE             4 end; ?????????scn??flashback query????,????????as of timestamp??????????,????PL/SQL????????????????undo??????????,????????????replace/drop ??????PL/SQL??? ??2 ??logminer??replace/drop PL/SQL?????SQL???DELETE??,??logminer?UNDO SQL???PL/SQL?????? ????????????????archivelog????,??????????????? minimal supplemental logging,??????????Unsupported SQLREDO???: create or replace?? ?? procedure???????SQL??????, ??????procedure????????????????, source$??????????????: SQL> ALTER DATABASE ADD SUPPLEMENTAL LOG DATA; Database altered. SQL> create or replace procedure maclean_proc as   2  begin   3  execute immediate 'select 1 from dual';   4  end;   5  / Procedure created. SQL> SQL> oradebug setmypid; Statement processed. SQL> SQL> oradebug event 10046 trace name context forever,level 12; Statement processed. SQL> SQL> create or replace procedure maclean_proc as   2  begin   3  execute immediate 'select 2 from dual';   4  end;   5  / Procedure created. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_4305.trc [oracle@vrh8 ~]$ egrep  "update|insert|delete|merge"  /s01/admin/G10R25/udump/g10r25_ora_4305.trc delete from procedureinfo$ where obj#=:1 delete from argument$ where obj#=:1 delete from procedurec$ where obj#=:1 delete from procedureplsql$ where obj#=:1 delete from procedurejava$ where obj#=:1 delete from vtable$ where obj#=:1 insert into procedureinfo$(obj#,procedure#,overload#,procedurename,properties,itypeobj#) values (:1,:2,:3,:4,:5,:6) insert into argument$( obj#,procedure$,procedure#,overload#,position#,sequence#,level#,argument,type#,default#,in_out,length,precision#,scale,radix,charsetid,charsetform,properties,type_owner,type_name,type_subname,type_linkname,pls_type) values (:1,:2,:3,:4,:5,:6,:7,:8,:9,:10,:11,:12,:13,:14,:15,:16,:17,:18,:19,:20,:21,:22,:23) insert into procedureplsql$(obj#,procedure#,entrypoint#) values (:1,:2,:3) update procedure$ set audit$=:2,options=:3 where obj#=:1 delete from source$ where obj#=:1 insert into source$(obj#,line,source) values (:1,:2,:3) delete from idl_ub1$ where obj#=:1 and part=:2 and version<>:3 delete from idl_char$ where obj#=:1 and part=:2 and version<>:3 delete from idl_ub2$ where obj#=:1 and part=:2 and version<>:3 delete from idl_sb4$ where obj#=:1 and part=:2 and version<>:3 delete from ncomp_dll$ where obj#=:1 returning dllname into :2 update idl_sb4$ set piece#=:1 ,length=:2 , piece=:3 where obj#=:4 and part=:5 and piece#=:6 and version=:7 update idl_ub1$ set piece#=:1 ,length=:2 , piece=:3 where obj#=:4 and part=:5 and piece#=:6 and version=:7 update idl_char$ set piece#=:1 ,length=:2 , piece=:3 where obj#=:4 and part=:5 and piece#=:6 and version=:7 update idl_ub2$ set piece#=:1 ,length=:2 , piece=:3 where obj#=:4 and part=:5 and piece#=:6 and version=:7 delete from idl_ub1$ where obj#=:1 and part=:2 and version<>:3 delete from idl_char$ where obj#=:1 and part=:2 and version<>:3 delete from idl_ub2$ where obj#=:1 and part=:2 and version<>:3 delete from idl_sb4$ where obj#=:1 and part=:2 and version<>:3 delete from ncomp_dll$ where obj#=:1 returning dllname into :2 delete from idl_ub1$ where obj#=:1 and part=:2 and (piece#<:3 or piece#>:4) and version=:5 delete from idl_char$ where obj#=:1 and part=:2 and (piece#<:3 or piece#>:4) and version=:5 delete from idl_ub2$ where obj#=:1 and part=:2 and (piece#<:3 or piece#>:4) and version=:5 delete from idl_sb4$ where obj#=:1 and part=:2 and (piece#<:3 or piece#>:4) and version=:5 delete from idl_ub1$ where obj#=:1 and part=:2 and version<>:3 delete from idl_char$ where obj#=:1 and part=:2 and version<>:3 delete from idl_ub2$ where obj#=:1 and part=:2 and version<>:3 delete from idl_sb4$ where obj#=:1 and part=:2 and version<>:3 delete from ncomp_dll$ where obj#=:1 returning dllname into :2 update idl_sb4$ set piece#=:1 ,length=:2 , piece=:3 where obj#=:4 and part=:5 and piece#=:6 and version=:7 update idl_ub1$ set piece#=:1 ,length=:2 , piece=:3 where obj#=:4 and part=:5 and piece#=:6 and version=:7 delete from idl_char$ where obj#=:1 and part=:2 and (piece#<:3 or piece#>:4) and version=:5 delete from idl_ub2$ where obj#=:1 and part=:2 and (piece#<:3 or piece#>:4) and version=:5 delete from error$ where obj#=:1 delete from settings$ where obj# = :1 insert into settings$(obj#, param, value) values (:1, :2, :3) delete from warning_settings$ where obj# = :1 insert into warning_settings$(obj#, warning_num, global_mod, property) values (:1, :2, :3, :4) delete from dependency$ where d_obj#=:1 delete from access$ where d_obj#=:1 insert into dependency$(d_obj#,d_timestamp,order#,p_obj#,p_timestamp, property, d_attrs)values (:1,:2,:3,:4,:5,:6, :7) insert into access$(d_obj#,order#,columns,types) values (:1,:2,:3,:4) update obj$ set obj#=:6,type#=:7,ctime=:8,mtime=:9,stime=:10,status=:11,dataobj#=:13,flags=:14,oid$=:15,spare1=:16, spare2=:17 where owner#=:1 and name=:2 and namespace=:3 and(remoteowner=:4 or remoteowner is null and :4 is null)and(linkname=:5 or linkname is null and :5 is null)and(subname=:12 or subname is null and :12 is null) ?drop procedure??????source$???PL/SQL?????: SQL> oradebug setmypid; Statement processed. SQL> oradebug event 10046 trace name context forever,level 12; Statement processed. SQL> drop procedure maclean_proc; Procedure dropped. SQL> oradebug tracefile_name /s01/admin/G10R25/udump/g10r25_ora_4331.trc delete from context$ where obj#=:1 delete from dir$ where obj#=:1 delete from type_misc$ where obj#=:1 delete from library$ where obj#=:1 delete from procedure$ where obj#=:1 delete from javaobj$ where obj#=:1 delete from operator$ where obj#=:1 delete from opbinding$ where obj#=:1 delete from opancillary$ where obj#=:1 delete from oparg$ where obj# = :1 delete from com$ where obj#=:1 delete from source$ where obj#=:1 delete from idl_ub1$ where obj#=:1 and part=:2 delete from idl_char$ where obj#=:1 and part=:2 delete from idl_ub2$ where obj#=:1 and part=:2 delete from idl_sb4$ where obj#=:1 and part=:2 delete from ncomp_dll$ where obj#=:1 returning dllname into :2 delete from idl_ub1$ where obj#=:1 and part=:2 delete from idl_char$ where obj#=:1 and part=:2 delete from idl_ub2$ where obj#=:1 and part=:2 delete from idl_sb4$ where obj#=:1 and part=:2 delete from ncomp_dll$ where obj#=:1 returning dllname into :2 delete from idl_ub1$ where obj#=:1 and part=:2 delete from idl_char$ where obj#=:1 and part=:2 delete from idl_ub2$ where obj#=:1 and part=:2 delete from idl_sb4$ where obj#=:1 and part=:2 delete from ncomp_dll$ where obj#=:1 returning dllname into :2 delete from error$ where obj#=:1 delete from settings$ where obj# = :1 delete from procedureinfo$ where obj#=:1 delete from argument$ where obj#=:1 delete from procedurec$ where obj#=:1 delete from procedureplsql$ where obj#=:1 delete from procedurejava$ where obj#=:1 delete from vtable$ where obj#=:1 delete from dependency$ where d_obj#=:1 delete from access$ where d_obj#=:1 delete from objauth$ where obj#=:1 update obj$ set obj#=:6,type#=:7,ctime=:8,mtime=:9,stime=:10,status=:11,dataobj#=:13,flags=:14,oid$=:15,spare1=:16, spare2=:17 where owner#=:1 and name=:2 and namespace=:3 and(remoteowner=:4 or remoteowner is null and :4 is null)and(linkname=:5 or linkname is null and :5 is null)and(subname=:12 or subname is null and :12 is null) ??????????source$???redo: SQL> alter system switch logfile; System altered. SQL> select sequence#,name from v$archived_log where sequence#=(select max(sequence#) from v$archived_log);  SEQUENCE# ---------- NAME --------------------------------------------------------------------------------        242 /s01/flash_recovery_area/G10R25/archivelog/2012_05_21/o1_mf_1_242_7vnm13k6_.arc SQL> exec dbms_logmnr.add_logfile ('/s01/flash_recovery_area/G10R25/archivelog/2012_05_21/o1_mf_1_242_7vnm13k6_.arc',options => dbms_logmnr.new); PL/SQL procedure successfully completed. SQL> exec dbms_logmnr.start_logmnr(options => dbms_logmnr.dict_from_online_catalog); PL/SQL procedure successfully completed. SQL> select sql_redo,sql_undo from v$logmnr_contents where seg_name = 'SOURCE$' and operation='DELETE'; delete from "SYS"."SOURCE$" where "OBJ#" = '56059' and "LINE" = '1' and "SOURCE" = 'procedure maclean_proc as ' and ROWID = 'AAAABIAABAAALpyAAN'; insert into "SYS"."SOURCE$"("OBJ#","LINE","SOURCE") values ('56059','1','procedure maclean_proc as '); delete from "SYS"."SOURCE$" where "OBJ#" = '56059' and "LINE" = '2' and "SOURCE" = 'begin ' and ROWID = 'AAAABIAABAAALpyAAO'; insert into "SYS"."SOURCE$"("OBJ#","LINE","SOURCE") values ('56059','2','begin '); delete from "SYS"."SOURCE$" where "OBJ#" = '56059' and "LINE" = '3' and "SOURCE" = 'execute immediate ''select 1 from dual''; ' and ROWID = 'AAAABIAABAAALpyAAP'; insert into "SYS"."SOURCE$"("OBJ#","LINE","SOURCE") values ('56059','3','execute immediate ''select 1 from dual''; '); delete from "SYS"."SOURCE$" where "OBJ#" = '56059' and "LINE" = '4' and "SOURCE" = 'end;' and ROWID = 'AAAABIAABAAALpyAAQ'; insert into "SYS"."SOURCE$"("OBJ#","LINE","SOURCE") values ('56059','4','end;'); delete from "SYS"."SOURCE$" where "OBJ#" = '56059' and "LINE" = '1' and "SOURCE" = 'procedure maclean_proc as ' and ROWID = 'AAAABIAABAAALpyAAJ'; insert into "SYS"."SOURCE$"("OBJ#","LINE","SOURCE") values ('56059','1','procedure maclean_proc as '); delete from "SYS"."SOURCE$" where "OBJ#" = '56059' and "LINE" = '2' and "SOURCE" = 'begin ' and ROWID = 'AAAABIAABAAALpyAAK'; insert into "SYS"."SOURCE$"("OBJ#","LINE","SOURCE") values ('56059','2','begin '); delete from "SYS"."SOURCE$" where "OBJ#" = '56059' and "LINE" = '3' and "SOURCE" = 'execute immediate ''select 2 from dual''; ' and ROWID = 'AAAABIAABAAALpyAAL'; insert into "SYS"."SOURCE$"("OBJ#","LINE","SOURCE") values ('56059','3','execute immediate ''select 2 from dual''; '); delete from "SYS"."SOURCE$" where "OBJ#" = '56059' and "LINE" = '4' and "SOURCE" = 'end;' and ROWID = 'AAAABIAABAAALpyAAM'; insert into "SYS"."SOURCE$"("OBJ#","LINE","SOURCE") values ('56059','4','end;'); ???? logminer???UNDO SQL???????source$????,?DELETE????????????,????SOURCE????????????PL/SQL???DDL???

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  • UpdateProgress with UpdatePanel not showing up in User control when page is loading

    - by Carter
    Is this typical behavior of the UpdateProgress for an ASP.Net UpdatePanel? I have an update panel with the UpdateProgress control inside of a user control window on a page. If I then make the page in the background do some loading and click a button in the user control update panel the UpdateProgress does not show up at all. It's like the UpdatePanels refresh request is not even registered until after the actual page is done doing it's business. It's worth noting that it will show up if nothing is happening in the background. The functionality I want is what you would expect. I want to loader to show up if it has to wait for anything to get it's refresh done when after the button is clicked. I know I can get this functionality if I just use jquery ajax with a static web method, but you can't have static web methods inside of a user control. I could have it in the page but it really doesn't belong there. A full-blown wcf wouldn't really be worth it in this case either. I'm trying to compromise with an UpdatePanel but these things always seem to cause me some kind of trouble. Maybe this is just the way it works? Edit:So I'll clarify a bit what I'm doing. What's happening is I have a page and all it has on it are some tools on the side and a big map. When the page initially loads it takes some time to load the map. Now if while it's loading I open up the tool (a user control) that has the update panel in question in it and click the button on this user control that should refresh the update panel with new data and show the loading sign (in the updateprogress) then the UpdateProgress loading image does not show up. However, the code run by the button click does run after the page is done loading (as expected) and The UpdateProgress will show up if nothing on the page containing the user control is loading. I just want the loader to show up while the page is loading. I thought my problem was that perhaps the map loading is in an update panel and my UpdateProgress was only being associated with the update panel for the user control's update panel. Hence, I would get no loading icon when the map was loading. This is not the case though.

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  • Postgresql: Implicit lock acquisition from foreign-key constraint evaluation

    - by fennec
    So, I'm being confused about foreign key constraint handling in Postgresql. (version 8.4.4, for what it's worth). We've got a couple of tables, mildly anonymized below: device: (id, blah, blah, blah, blah, blah x 50)… primary key on id whooooole bunch of other junk device_foo: (id, device_id, left, right) Foreign key (device_id) references device(id) on delete cascade; primary key on id btree index on 'left' and 'right' So I set out with two database windows to run some queries. db1> begin; lock table device in exclusive mode; db2> begin; update device_foo set left = left + 1; The db2 connection blocks. It seems odd to me that an update of the 'left' column on device_stuff should be affected by activity on the device table. But it is. In fact, if I go back to db1: db1> select * from device_stuff for update; *** deadlock occurs *** The pgsql log has the following: blah blah blah deadlock blah. CONTEXT: SQL statement "SELECT 1 FROM ONLY "public"."device" x WHERE "id" OPERATOR(pg_catalog.=) $1 FOR SHARE OF X: update device_foo set left = left + 1; I suppose I've got two issues: the first is that I don't understand the precise mechanism by which this sort of locking occurs. I have got a couple of useful queries to query pg_locks to see what sort of locks a statement invokes, but I haven't been able to observe this particular sort of locking when I run the update device_foo command in isolation. (Perhaps I'm doing something wrong, though.) I also can't find any documentation on the lock acquisition behavior of foreign-key constraint checks. All I have is a log message. Am I to infer from this that any change to a row will acquire an update lock on all the tables which it's foreign-keyed against? The second issue is that I'd like to find some way to make it not happen like that. I'm ending up with occasional deadlocks in the actual application. I'd like to be able to run big update statements that impact all rows on device_foo without acquiring a big lock on the device table. (There's a lot of access going on in the device table, and it's kind of an expensive lock to get.)

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  • ASP.NET ObjectDataSource, change CommandName property of FromView Button

    - by Tone
    I have an ObjectDataSource that I'm using with a FormView, and it works fine, but i want to change one small thing. On the FormView the button that fires the update has the CommandName attribute set to "Update," but I would like to change that attribute to something other than "Update" - when I do change that attribute the update no longer works. The reason I want to do this is I have multiple FormViews on the same page and need to have multiple update buttons. Below is my code: FormView: <asp:FormView ID="fvGeneralInfo" runat="server" DataSourceID="objInstructorDetails" CssClass="Gridview" OnItemCommand="fvGeneralInfo_ItemCommand" DefaultMode="Edit"> <EditItemTemplate> <table> .... <tr> <td style="text-align:right;"> <asp:Label runat="server" ID="lblGeneralInfoMessage" Text="General Info updated successfully" Visible="false" /> </td> <td> <asp:Button runat="server" ID="btnUpdateGeneralInfo" ValidationGroup="UpdateGeneralInfo" Text="Update" CommandName="Update" /> <asp:Button runat="server" ID="btnCancelGeneralInfo" Text="Cancel" CommandName="CancelGeneralInfo" /> </td> </tr> </table> </EditItemTemplate> </asp:FormView> ObjectDataSource: <asp:ObjectDataSource ID="objInstructorDetails" runat="server" TypeName="AIMLibrary.BLL.Instructor" SelectMethod="GetInstructorDetails" InsertMethod="InsertInstructor" UpdateMethod="UpdateInstructor" OnInserting="objInstructorDetails_OnInserting" OnUpdating="objInstructorDetails_OnUpdating" > <SelectParameters> <asp:QueryStringParameter Name="InstructorId" QueryStringField="InstructorId" /> </SelectParameters> <UpdateParameters> <asp:Parameter Name="instructorId" Type="Int32" /> <asp:Parameter Name="firstName" Type="String" DefaultValue="" /> <asp:Parameter Name="middleName" Type="String" DefaultValue="" /> <asp:Parameter Name="lastName" Type="String" DefaultValue="" /> <asp:Parameter Name="phone" Type="String" DefaultValue="" /> <asp:Parameter Name="email" Type="String" DefaultValue="" /> <asp:Parameter Name="addressLine1" Type="String" DefaultValue="" /> <asp:Parameter Name="addressLine2" Type="String" DefaultValue="" /> <asp:Parameter Name="city" Type="String" DefaultValue="" /> <asp:Parameter Name="state" Type="String" DefaultValue="" /> <asp:Parameter Name="zip" Type="String" DefaultValue="" /> <asp:Parameter Name="abcBoardNumber" Type="String" DefaultValue="" /> </UpdateParameters> </asp:ObjectDataSource>

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  • ASP.Net Web API in Visual Studio 2010

    - by sreejukg
    Recently for one of my project, it was necessary to create couple of services. In the past I was using WCF, since my Services are going to be utilized through HTTP, I was thinking of ASP.Net web API. So I decided to create a Web API project. Now the real issue is that ASP.Net Web API launched after Visual Studio 2010 and I had to use ASP.Net web API in VS 2010 itself. By default there is no template available for Web API in Visual Studio 2010. Microsoft has made available an update that installs ASP.Net MVC 4 with web API in Visual Studio 2010. You can find the update from the below url. http://www.microsoft.com/en-us/download/details.aspx?id=30683 Though the update denotes ASP.Net MVC 4, this also includes ASP.Net Web API. Download the installation media and start the installer. As usual for any update, you need to agree on terms and conditions. The installation starts straight away, once you clicked the Install button. If everything goes ok, you will see the success message. Now open Visual Studio 2010, you can see ASP.Net MVC 4 Project template is available for you. Now you can create ASP.Net Web API project using Visual Studio 2010. When you create a new ASP.Net MVC 4 project, you can choose the Web API template. Further reading http://www.asp.net/web-api/overview/getting-started-with-aspnet-web-api/tutorial-your-first-web-api http://www.asp.net/mvc/mvc4

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  • SQLAuthority News – Statistics and Best Practices – Virtual Tech Days – Nov 22, 2010

    - by pinaldave
    I am honored that I have been invited to speak at Virtual TechDays on Nov 22, 2010 by Microsoft. I will be speaking on my favorite subject of Statistics and Best Practices. This exclusive online event will have 80 deep technical sessions across 3 days – and, attendance is completely FREE. There are dedicated tracks for Architects, Software Developers/Project Managers, Infrastructure Managers/Professionals and Enterprise Developers. So, REGISTER for this exclusive online event TODAY. Statistics and Best Practices Timing: 11:45am-12:45pm Statistics are a key part of getting solid performance. In this session we will go over the basics of the statistics and various best practices related to Statistics. We will go over various frequently asked questions like a) when to update statistics, b) different between sync and async update of statistics c) best method to update statistics d) optimal interval of updating statistics. We will also discuss the pros and cons of the statistics update. This session is for all of you – whether you’re a DBA or developer! You can register for this event over here. If you have never attended my session on this subject I strongly suggest that you attend the event as this is going to be very interesting conversation between us. If you have attended this session earlier, this will contain few new information which will for sure interesting to share with all. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: MVP, Pinal Dave, SQL, SQL Authority, SQL Joins, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology Tagged: SQL Statistics, Statistics

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  • How to: Check which table is the biggest, in SQL Server

    - by AngelEyes
    The company I work with had it's DB double its size lately, so I needed to find out which tables were the biggest. I found this on the web, and decided it's worth remembering! Taken from http://www.sqlteam.com/article/finding-the-biggest-tables-in-a-database, the code is from http://www.sqlteam.com/downloads/BigTables.sql   /************************************************************************************** * *  BigTables.sql *  Bill Graziano (SQLTeam.com) *  [email protected] *  v1.1 * **************************************************************************************/ DECLARE @id INT DECLARE @type CHARACTER(2) DECLARE @pages INT DECLARE @dbname SYSNAME DECLARE @dbsize DEC(15, 0) DECLARE @bytesperpage DEC(15, 0) DECLARE @pagesperMB DEC(15, 0) CREATE TABLE #spt_space   (      objid    INT NULL,      ROWS     INT NULL,      reserved DEC(15) NULL,      data     DEC(15) NULL,      indexp   DEC(15) NULL,      unused   DEC(15) NULL   ) SET nocount ON -- Create a cursor to loop through the user tables DECLARE c_tables CURSOR FOR   SELECT id   FROM   sysobjects   WHERE  xtype = 'U' OPEN c_tables FETCH NEXT FROM c_tables INTO @id WHILE @@FETCH_STATUS = 0   BEGIN       /* Code from sp_spaceused */       INSERT INTO #spt_space                   (objid,                    reserved)       SELECT objid = @id,              SUM(reserved)       FROM   sysindexes       WHERE  indid IN ( 0, 1, 255 )              AND id = @id       SELECT @pages = SUM(dpages)       FROM   sysindexes       WHERE  indid < 2              AND id = @id       SELECT @pages = @pages + Isnull(SUM(used), 0)       FROM   sysindexes       WHERE  indid = 255              AND id = @id       UPDATE #spt_space       SET    data = @pages       WHERE  objid = @id       /* index: sum(used) where indid in (0, 1, 255) - data */       UPDATE #spt_space       SET    indexp = (SELECT SUM(used)                        FROM   sysindexes                        WHERE  indid IN ( 0, 1, 255 )                               AND id = @id) - data       WHERE  objid = @id       /* unused: sum(reserved) - sum(used) where indid in (0, 1, 255) */       UPDATE #spt_space       SET    unused = reserved - (SELECT SUM(used)                                   FROM   sysindexes                                   WHERE  indid IN ( 0, 1, 255 )                                          AND id = @id)       WHERE  objid = @id       UPDATE #spt_space       SET    ROWS = i.ROWS       FROM   sysindexes i       WHERE  i.indid < 2              AND i.id = @id              AND objid = @id       FETCH NEXT FROM c_tables INTO @id   END SELECT TOP 25 table_name = (SELECT LEFT(name, 25)                             FROM   sysobjects                             WHERE  id = objid),               ROWS = CONVERT(CHAR(11), ROWS),               reserved_kb = Ltrim(Str(reserved * d.low / 1024., 15, 0) + ' ' + 'KB'),               data_kb = Ltrim(Str(data * d.low / 1024., 15, 0) + ' ' + 'KB'),               index_size_kb = Ltrim(Str(indexp * d.low / 1024., 15, 0) + ' ' + 'KB'),               unused_kb = Ltrim(Str(unused * d.low / 1024., 15, 0) + ' ' + 'KB') FROM   #spt_space,        MASTER.dbo.spt_values d WHERE  d.NUMBER = 1        AND d.TYPE = 'E' ORDER  BY reserved DESC DROP TABLE #spt_space CLOSE c_tables DEALLOCATE c_tables

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  • Microsoft CRM Dynamics Install

    - by Pino
    Trying to install CRM4.0 on Windows Small Business Server. We get through the isntall process (Setting up database, website, AD etc) when we clikc install though the following error is dumped to the log file, anyone point us in the right directon? 13:49:07| Info| Win32Exception: 1635 13:49:07| Error| Failed to revoke temporary database access.System.Data.SqlClient.SqlException: Cannot open database "MSCRM_CONFIG" requested by the login. The login failed. Login failed for user 'SCHIP\administrator'. at System.Data.SqlClient.SqlInternalConnection.OnError(SqlException exception, Boolean breakConnection) at System.Data.SqlClient.TdsParser.ThrowExceptionAndWarning(TdsParserStateObject stateObj) at System.Data.SqlClient.TdsParser.Run(RunBehavior runBehavior, SqlCommand cmdHandler, SqlDataReader dataStream, BulkCopySimpleResultSet bulkCopyHandler, TdsParserStateObject stateObj) at System.Data.SqlClient.SqlInternalConnectionTds.CompleteLogin(Boolean enlistOK) at System.Data.SqlClient.SqlInternalConnectionTds.AttemptOneLogin(ServerInfo serverInfo, String newPassword, Boolean ignoreSniOpenTimeout, Int64 timerExpire, SqlConnection owningObject) at System.Data.SqlClient.SqlInternalConnectionTds.LoginNoFailover(String host, String newPassword, Boolean redirectedUserInstance, SqlConnection owningObject, SqlConnectionString connectionOptions, Int64 timerStart) at System.Data.SqlClient.SqlInternalConnectionTds.OpenLoginEnlist(SqlConnection owningObject, SqlConnectionString connectionOptions, String newPassword, Boolean redirectedUserInstance) at System.Data.SqlClient.SqlInternalConnectionTds..ctor(DbConnectionPoolIdentity identity, SqlConnectionString connectionOptions, Object providerInfo, String newPassword, SqlConnection owningObject, Boolean redirectedUserInstance) at System.Data.SqlClient.SqlConnectionFactory.CreateConnection(DbConnectionOptions options, Object poolGroupProviderInfo, DbConnectionPool pool, DbConnection owningConnection) at System.Data.ProviderBase.DbConnectionFactory.CreateNonPooledConnection(DbConnection owningConnection, DbConnectionPoolGroup poolGroup) at System.Data.ProviderBase.DbConnectionFactory.GetConnection(DbConnection owningConnection) at System.Data.ProviderBase.DbConnectionClosed.OpenConnection(DbConnection outerConnection, DbConnectionFactory connectionFactory) at System.Data.SqlClient.SqlConnection.Open() at Microsoft.Crm.CrmDbConnection.Open() at Microsoft.Crm.Setup.Database.SharedDatabaseUtility.DeleteDBUser(String sqlServerName, String databaseName, String user, CrmDBConnectionType connectionType) at Microsoft.Crm.Setup.Server.RevokeConfigDBDatabaseAccessAction.Do(IDictionary parameters) 13:49:07| Error| HResult=80004005 Install exception.System.Exception: Action Microsoft.Crm.Setup.Server.MsiInstallServerAction failed. --- System.ComponentModel.Win32Exception: This update package could not be opened. Verify that the update package exists and that you can access it, or contact the application vendor to verify that this is a valid Windows Installer update package at Microsoft.Crm.Setup.Common.Utility.MsiUtility.InstallProduct(String packagePath, String commandLine) at Microsoft.Crm.Setup.Server.MsiInstallServerAction.Do(IDictionary parameters) at Microsoft.Crm.Setup.Common.Action.ExecuteAction(Action action, IDictionary parameters, Boolean undo) --- End of inner exception stack trace --- at Microsoft.Crm.Setup.Common.Action.ExecuteAction(Action action, IDictionary parameters, Boolean undo) at Microsoft.Crm.Setup.Common.Installer.Install(IDictionary stateSaver) at Microsoft.Crm.Setup.Common.ComposedInstaller.InternalInstall(IDictionary stateSaver) at Microsoft.Crm.Setup.Common.ComposedInstaller.Install(IDictionary stateSaver) at Microsoft.Crm.Setup.Server.ServerSetup.Install(IDictionary data) at Microsoft.Crm.Setup.Server.ServerSetup.Run() 13:49:07| Info| Microsoft Dynamics CRM Server install Failed. 13:49:07| Info| Microsoft Dynamics CRM Server Setup did not complete successfully. Action Microsoft.Crm.Setup.Server.MsiInstallServerAction failed. This update package could not be opened. Verify that the update package exists and that you can access it, or contact the application vendor to verify that this is a valid Windows Installer update package

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  • CVSROOT problem because of username string

    - by jatanp
    Hi, I have always been SVN user but currently I have to use CVS as the source repository. I am quite new to CVS and really got confused many a times (reason being I always tried to access CVS like SVN !) However now I am really stuck in one problem wherein I am not able to do any cvs operations through cygwin. Actually I have checked out the code using WinCVS and while doing that it created the CVSROOT as following, :pserver;username=<user_name>;password=<pwd>:<serverip>:/cvs/repository However whenever I try to use cvs command in cygwin (after setting CVSROOT variable using export) it fails with following error: cvs update: Unknown option (`username') in CVSROOT. cvs update: in directory .: cvs update: ignoring CVS/Root because it does not contain a valid root. cvs update: Unknown option (`username') in CVSROOT. cvs [update aborted]: Bad CVSROOT: `:pserver;username=<user_name>;password=<pwd>:<serverip>:/cvs/repository'. However the command works fine, if invoked through dos command prompt. I got to know that on DOS prompt, cvs command is provided by CVSNT whereas in cygwin it's some different package. Please let me know where I have made a mistake and how it can be corrected ! I need cvs to work inside cygwin for some scripting purpose.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • how to upgrade OSX?

    - by abc
    i have 10.5.8 OS X rite now.. i want it to be 10.6.3 .. i have downloaded the update but its ttelling u need 10.6 to update to 10.6.3 ] ] so how to update from 10.5.8 to 10.6.3 ?

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  • Can't run init script on boot after another init script

    - by Colin McQueen
    I have three init scripts and the Broker init script runs fine, but when I try to run the Consumer init script and then the Data Collector init script, the only process that is running is the Broker. I added the symbolic links to the run levels using update-rc.d for each script and I also changed the number prefixes in the symbolic links to try and run the scripts in the proper order but that did not work. I am able to run the scripts from the terminal and they work fine but they need to all be started on boot. Any ideas as to why my other scripts are not running? Also inside my Consumer and Data Collector I am running: su user1 -c 'java -jar foo.jar' to start the services. Also the Consumer Java class sits and waits for a message from the queue, so the Java code does not stop until I specify the stop argument for the init script. The Broker has to start first, then the Consumer, then the Data Collector. Adding the symbolic links for the runlevels: sudo update-rc.d Broker defaults 10 90 sudo update-rc.d Consumer defaults 15 85 sudo update-rc.d DataCollector defaults 20 80

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  • Action button: only true once per press

    - by Sidar
    I'm using SFML2.0 and am trying to make a wrapper class for my controller/joystick. I read all the input data from my controller and send it off to my controllable object. I want to have two types of buttons per button press, one that is continues(true false state ) and one that is an action and is set to false after the next frame update. Here is an example of how I set my button A to true or false with the SFML api. Whereas data is my struct of buttons, and A holds my true/false state every update. data.A = sf::Joystick::isButtonPressed(i,st::input::A); But I've also added "data.actionA" which represents the one time action state. Basically what I want is for actionA to be set false after the update its been set to true. I'm trying to keep track of the previous state. But I seem to fall into this loop where it toggles between true and false every update. Anyone an idea? Edit: Since I can't answer my own question yet here is my solution: data.actionA = data.A = sf::Joystick::isButtonPressed(i,st::input::A); if(prev.A) data.actionA = false; First I always set the actionA to the value of the button state. Then I check if the previous state of A is true. If so we negate the value.

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  • How do I get more information on a potential network freeloader?

    - by Dov
    I have a home network set up, complete with a relatively good password. I'm in Mac OS X 10.6 (Snow Leopard) and have been noticing, on occasion, a computer showing up in my Finder's Shared section, that is not one of my own (the "pe-xpjalle" box pictured below). He has a tendency to come and go. How can I figure out his MAC address or something, so I can block him? I checked my "Logs and Statistics" in the Airport Utility, and didn't see that computer under DHCP clients. I'd rather not change my password, since I have quite a few devices I'd have to update. Is there any other reason he's show up on my network besides having guessed my password? Update: I fixed the Dropbox URL above (how embarrassing, I'm new to Dropbox. Thanks for the heads up, Doug.) Update 2: I tried clicking on "Connect as..." just for the hell of it, and got the dialog below. Now I have even less an idea what's going on than before. I don't have Parallels of VMware running, just the following: Transmission, NetNewsWire, Mail, Things, Safari, iTunes, Photoshop, Pages, Yojimbo, Preferences, AppleScript Editor, Software Update, Airport Utility, and Terminal. I don't think any of those create a virtual network machine, right? And no VMware machine of mine has ever had a name resembling "pe-xpjalle". Update 3: I just changed my passwords on both my N- and G-only networks, and I'm still seeing this, so I highly doubt that it's someone who's figured out my password (twice now). I'm really stumped.

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  • VMWare ESX Updates - Which to Apply?

    - by Aaron Alton
    Wondering what more experienced ESX admins typically do... I just brought our ESX hosts up to 3.5 Update 5 (Yes, I know we're behind still). I then applied the "Critical Host Updates" baseline in VMWare update manager, and found that we're still short on 14 "critical updates". My question is, do most people go ahead and apply any update flagged as critical, or do they evaluate each update one-by-one to determine whether or not the issue that has been addressed is likely to affect them. In the SQL Server world (my alma mater, so to speak), we regularly apply service packs, and sometimes cumulative updates, but we only apply hotfixes when the issue that they are targeted towards affects us. Does the same logic hold fast in VMWare land?

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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