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  • Ubuntu Lenove OCZ Agility3 - No Grub after install

    - by Michael
    I've tried a dualboot (Win7 + Ubuntu) installation it on a Lenovo E330 with Agility3 240 Gigs... Conclusions: Ubuntu:: Ubuntu 12.04 x86_64 ( 21.06.2012 ) is not able to install grub in a bootable way. Grub will be installed and does update-grub during Installation, recognizes also the Win OS. But after a restart it boots directly to Windows.This is directly connected to the OCZ Agility3. On a good old fashion harddisk (those with the moving parts) Ubuntu is capable to install grub with no problem in a bootable manner. PinguyOS:: PinguyOS 12.04 LTS x86_64 (which is a Ubuntu based distro) is able to handle the Grub installation on OCZ Agility3. However they both use Grub 1.99... What i did:: Installed Windows. Installed Ubuntu. Installed PinguyOS. Grub Updates:: Grub updates are only through Pinguy OS possible, this means you have to edit the Ubuntu Grub entries manually after Kernelupdates on Ubuntu, in the PiguyOS sytem.. What i've already tried: Firmwareupgrade OCZ (livestick, successfull) Install Ubuntu Grub to sda Install Ubuntu Grub to sdc (Ubuntu Partion) Install Ubuntu Grub to /boot update-grub manually after install restore grub any ideas appreciated..

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  • WizMouse Enables Mouse Over Scrolling on Any Window

    - by ETC
    WizMouse is a free and lightweight Windows application that enables a simple but effective trick: the ability to scroll the contents of a window that is under your mouse cursor without shifting the focus to that window. It may not seem like much, at first glance, but the ability to scroll a window without having to click on it and shift the focus of your current window is a huge time saver. Once WizMouse is installed simply mousing over any open window and engage your scroll wheel for instant scroll with no additional click or shift in focus necessary. You’ll get so used to it you’ll forget that it wasn’t built into Windows from the start. Hit up the link below to grab a copy of WizMouse, a free and Windows only application. WizMouse [Antibody Software] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) WizMouse Enables Mouse Over Scrolling on Any Window Enhance GIMP’s Image Editing Power with Gimp Paint Studio Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Teaching OO to VBA developers [closed]

    - by Eugene
    I work with several developers that come from less object oriented background like (VB6, VBA) and are mostly self-taught. As part of moving away from those technologies we recently we started having weekly workshops to go over the features of C#.NET and OO practices and design principles. After a couple of weeks of basic introduction I noticed that they had a lot of problems implementing even basic code. For instance it took probably 15 minutes to implement a Stack.push() and a full hour to implement a simple Stack fully. These developers were trying to do things like passing top index as a parameter to the method, not creating an private array, using variables out of scope. But most of all not going through the "design (dia/mono)log" (I need something to do X, so maybe I'll make an array, or put it here). I am a little confused because they are smart people and are able to produce functional code in their traditional environments. I'm curious if anybody else has encountered a similar thing and if there are any particular resources, exercises, books, ideas that would be helpful in this circumstance.

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  • Can I host a website on a different address from the webmail?

    - by Andrew
    I have what is to me an unusual situation. I have a client for whom I have built a website which I will be hosting, they have been using their domain name for their email addresses for a long period before I came along so moving their email account to my host would be problematic and building the website with their current host would also be problematic because their host is very restrictive. So to fix this I altered the A record in their existing control panel to point the domain name to my server. As a result I can see the pages that I have created at their domain and they can still access their existing webmail. However, it appears that they are now experiencing problems receiving email so I can only assume my solution was incorrect. What is the correct way to point their domain at my website but keep their webmail with the existing host? EDIT: 25/5/2012 - My client has finally responded to me after changing the MX record on their existing C-Panel. Email to their email address were being bounced back with the error 'no such recipient', so I set up the same email address in the new C-Panel and changed the MX record there to 'Remote mail exchanger' which has stopped the emails bouncing but has apparently lost them in cyperspace! Unfortunately I can't add a new record because this would require a fully qualified domain name and their domain name is of course pointed at our server!

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  • Collision detection, stop gravity

    - by Scott Beeson
    I just started using Gamemaker Studio and so far it seems fairly intuitive. However, I set a room to "Room is Physics World" and set gravity to 10. I then enabled physics on my player object and created a block object to match a platform on my background sprite. I set up a Collision Detection event for the player and the block objects that sets the gravity to 0 (and even sets the vspeed to 0). I also put a notification in the collision event and I don't get that either. I have my key down and key up events working well, moving the player left and right and changing the sprites appropriately, so I think I understand the event system. I must just be missing something simple with the physics. I've tried making both and neither of the objects "solid". Pretty frustrating since it looks so easy. The player starting point is directly above the block object in the grid and the player does fall through the block. I even made the block sprite solid red so I could see it (initially it was invisible, obviously).

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  • ArchBeat Link-o-Rama for November 13, 2012

    - by Bob Rhubart
    This week on the OTN Solution Architect Homepage Make time to check out this week's features on the OTN Solution Architect Homepage, including: SOA Practitioner Guide: Identifying and Discovering Services Setting Up, Configuring, and Using an Oracle WebLogic Server Cluster OTN ArchBeat Podcast: Are You Future Proof (Conclusion) Keynote: New Paradigms for Application Architecture: From Applications to IT Services I this keynote address from the SOA, Cloud, and Service Technology Symposium, Anne Thomas Manes highlights the importance of adapting to the current trend marked by the convergence of mobile, social and cloud, moving away from app-centric design to service-based solutions. New Solaris Cluster! | Jeff Victor "Oracle Solaris Cluster 4.1 offers both High Availability (HA) and also Scalable Services capabilities," explains Jeff Victor. "HA delivers automatic restart of software on the same cluster node and/or automatic failover from a failed node to a working cluster node. Software and support is available for both x86 and SPARC systems." You'll find download links and other resources in Jeff's short post. ADF BC View Accessor To Centralize Business Logic Processing | Andrejus Baranovskis Oracle ACE Director Andrejus Baranovskis illustrates one way to implement a use case that requires a comparison between the current row status and the data returned by another query (no master-detail relationship). Thought for the Day "The danger from computers is not that they will eventually get as smart as men, but that we will meanwhile agree to meet them halfway." — Bernard Avishai Source: SoftwareQuotes.com

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  • Wheel rotation, to change velocity of vehicle

    - by Lewis
    I update the velocity of my vehicle like so: [v setVelocity: ((2 * 3.14 * 100 * (wheel.getRotationValue / 360) / 30)) * gameSpeed]; // update on 60 fps this gets velocity on all frames divide by 60 for 1 frame. This is done in my update method in my world class. Now wheel.getRotationValue returns the rotation value which is worked out like this: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); float limit = 0.5; rotationValue += (currentTouch - previousTouch) * limit; } touching = YES; } Say I steer the vehicle to the far right of the screen, and want to move it to the far left, It wont start moving to the left of the screen until the rotationValue is past 0 degrees again (the wheel is in its center posistion) and is dragged past this value. Is there anyway to change the code I have above, so that movement on the wheel is recognised instantly and updates the velocity of v instantly too?

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  • Is there such a thing as "closure" with software work?

    - by Bobby Tables
    I burned out last year (after a decade of fulltime programming jobs) and am on a sabbatical now. With all the self-examination I've started to figure out some of the root causes of my burnout, and one of the major ones is basically this: there was never any real closure in any of the work I've ever done. It was always a case of getting into an open-ended support/maintenance grind and going stale. When I first entered the industry, I had this image of programming work being very project-based. And I expected projects to have a start, beginning, and END. And then you move on and start on something totally new and fresh. Basically I never expected that a lot (most) of software work involves supporting and maintaining the same code base for open-ended long periods of time - years and even decades. That, combined with generally having itchy feet makes me think that burnout is inevitable for me, after 2-3 years, in ANY fulltime software job. All this sounds like I probably should have been a contractor instead of a fulltimer. But when I discuss this with people, a lot of them say that even THEN you can't really escape having to go back and maintain/support the stuff you worked on, over and over (eg. Coming back on support contracts, for example). The nature of software work is simply like that. There is no project closure, unlike in many other engineering fields. So my question is - Is there ANY programming work out there which is based on short to mid term projects/stints and then moving on cleanly? And is there any particular industry domain or specialization where this kind of project work is typical?

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  • how to stop the array of sprite in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to stop the sprite movement at the center of the game scene in my game bec i want to shoot the bubble after stopping the movenent at certain position here is my code -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png", @"6.png", @"7.png",@"8.png" ,nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*target = [CCSprite spriteWithFile:image]; // generate random number based on size of array (array size is larger than 10) float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(350*offsetFraction, 100)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } here bubbles are moving from top to bottom but after 5 rows my bubble movement should be stop so please help me to get that logic

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  • How to make Box2D bodies automatically return to a initial rotation

    - by sm4
    I have two long Box2D bodies, that can collide while moving one of them around with MouseJoint. I want them to try to hold their position and rotation. Blue body is moved using MouseJoint (yellow) towards the Red body. Red body has another MouseJoint - Blue can push Red, but Red will try to return to the start point thanks to the MouseJoint - this works just fine. Both bodies correctly rotate along the middle. This is still as I want. I change the MouseJoint to move the Blue away. What I need is both bodies return to their initial rotation (green arrows) Desired positions and rotations Is there anything in Box2D that could do this automatically? The MouseJoint does that nicely for position. I need it in AndEngine (Java, Android) port, but any Box2D solution is fine. EDIT: By automatically I mean having something I can add to the object "Paddle" without the need to change game loop. I want to encapsulate this functionality to the object itself. I already have an object Paddle that has its own UpdateHandler which is being called from the game loop. What would be much nicer is to attach some kind of "spring" joint to both left and right sides of the paddle that would automatically level the paddle. I will be exploring this option soon.

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  • How to go from Mainframe to the Cloud?

    - by Ruma Sanyal
    Running applications on IBM mainframes is expensive, complex, and hinders IT responsiveness. The high costs from frequent forced upgrades, long integration cycles, and complex operations infrastructures can only be alleviated by migrating away from a mainframe environment.  Further, data centers are planning for cloud enablement pinned on principles of operating at significantly lower cost, very low upfront investment, operating on commodity hardware and open, standards based systems, and decoupling of hardware, infrastructure software, and business applications. These operating principles are in direct contrast with the principles of operating businesses on mainframes. By utilizing technologies such as Oracle Tuxedo, Oracle Coherence, and Oracle GoldenGate, businesses are able to quickly and safely migrate away from their IBM mainframe environments. Further, running Oracle Tuxedo and Oracle Coherence on Oracle Exalogic, the first and only integrated cloud machine on the market, Oracle customers can not only run their applications on standards-based open systems, significantly cutting their time to market and costs, they can start their journey of cloud enabling their mainframe applications. Oracle Tuxedo re-hosting tools and techniques can provide automated migration coverage for more than 95% of mainframe application assets, at a fraction of the cost Oracle GoldenGate can migrate data from mainframe systems to open systems, eliminating risks associated with the data migration Oracle Coherence hosts transactional data in memory providing mainframe-like data performance and linear scalability Running Oracle software on top of Oracle Exalogic empowers customers to start their journey of cloud enabling their mainframe applications Join us in a series of events across the globe where you you'll learn how you can build your enterprise cloud and add tremendous value to your business. In addition, meet with Oracle experts and your peers to discuss best practices and see how successful organizations are lowering total cost of ownership and achieving rapid returns by moving to the cloud. Register for the Oracle Fusion Middleware Forum event in a city new you!

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  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

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  • Webserver on a rotating server with NAT IP or changing IPs

    - by hpsoftware
    i would have to elaborate my questions so please have patience Explaining the logic. if you are familiar with logmein then it installs a client software on your computer then it kinda keeps tracks where you computer is as long as it's connected to internet. So you can always access your computer no matter where it is whatever it's IP is you just go to logmein.com and then you can just access it. Now what i am asking 1. Let's assume i have a website hosted on my laptop let's call it webserver. so then i move around i have a new IP sometime even on a hotel network is it possible to do something like what logmein does so i can keep moving around my Webserver to new IP but it has some local client or something which keeps updating my IP or something i am sure i would need a gateway server somewhere which is connected to my domain name via DNS so somebody accessing my website www.mywebsite.com goes to my main server then gets routed to my laptop which could be anywhere but my gateway server is able to communicate to my webserver I will keep updating the case description based on comments to make more sense. please have patience with me. Regards

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  • Blank pale blue screen with Live USB Kubuntu on AMD Sempron 2800+ processor

    - by WGCman
    I am trying to install Kubuntu onto a USB stick to use on my Acer Aspire 1362 laptop with an AMD Sempron 2800+ chip. Using Windows XP, I downloaded and saved to the laptop's hard drive: kubuntu-2.04.1-desktop-i386.iso from the GetKubuntu website and LinuxLive USB Creator 2.8.16.exe from the Linux live website I then installed the latter and ran it, installing the kubuntu onto the Memory stick. Leaving the Bios setup unchanged, the USB stick is ignored and Windows boots. If I change the Bios boot order so that the memory stick takes precedence, I see a dark blue screen announcing Kubukntu 12.04, and on selecting either “live Mode” or “Persistent mode”, messages flash by quickly, some of which appear to be error messages, including “trying to unpack rootfs image as initramfs”, “cannot allocate resource for mainboard”, “no plug and play device found”. Eventually I see a pale blue screen with four moving dots announcing Kubukntu 12.04, similar to the login screen of my Kubuntu desktop, but no invitation to log in or indeed any dialog. After several minutes, this changes to a black screen with more messages including “no caching mode present”, “ADDRCONF(NETDEV_UP): wlan0: link is not ready”, then degrades to a blank pale blue screen which can only be moved by switching the computer off. Finding no way to log the error messages passing by, I managed to photograph most of them, but know no way to attach the photo to this forum. As suggested by User 68186 (to whom thanks!), I have edited my original post to reflect the recent progress, so the following two comments are now superseded.

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  • Data Movement and the Decision Matrix

    - by BuckWoody
    Maybe it’s my military background, or maybe I’ve always had this predilection, but I like to use two devices when I need to make a complex decision: A checklist and a decision matrix. I like to use a checklist because it ensures that I remember the big bits of what I need to do, and brings up questions or areas that I didn’t think about when evaluating options for the decision. And the decision matrix – that’s the thing I use to actually lay out those options. It’s simply a spreadsheet-like grid (I use Excel, but paper and pencil works as well) that lays out the requirements or advantages for the decision across the top, and the options I have on the left-hand side. Then in the “cells” I put whether or not that option on the left will meet the requirement in that column. I then simply “weight” each cell to organize the choices by best-fit. The right answer (or answers) will float right to the top. I was asked yesterday about options for moving data in SQL Server to another system. There are just dozens of ways to do this, from bcp to Replication, each with certain advantages and costs. But asking the questions for the top row first helped me show the person that it isn’t a particular technology that is important, it’s laying out those requirements and thinking about which elements are more important than the other. For instance, is it more important to have the data moved all the time, or is it OK if that happens once in a while? Does the data have to move in two directions or just one? All of these will help that answer jump right out. Try it sometime – it’s a great learning exercise, since it will force you to focus on filling out the matrix. The answer is out there, Neo. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • How do I prevent my platformer's character from clipping on wall tiles?

    - by Jonathan Hobbs
    Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile collisions are described pretty much exactly as described in this answer (with simple SAT for rectangles and circles), and everything works fine. Except when the player runs into a wall whilst falling/jumping. In that case, they'll catch on a tile and begin thinking they've hit a floor or ceiling that isn't actually there. The player is moving right and falling downwards. So after movement, collisions are checked - and first, it turns out the player character is colliding with the tile 3rd from the floor, and pushed upwards. Second, he's found to be colliding with the tile beside him, and pushed sideways - the end result being the player character thinks he's on the ground and isn't falling, and 'catches' on the tile for as long as he's running into it. I could solve this by defining the tiles from top to bottom instead, which makes him fall smoothly, but then the inverse case happens and he'll hit a ceiling that isn't there when jumping upwards against the wall. How should I approach resolving this, so that the player character can just fall along the wall as it should?

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  • Finding shapes in 2D Array, then optimising

    - by assemblism
    I'm new so I can't do an image, but below is a diagram for a game I am working on, moving bricks into patterns, and I currently have my code checking for rotated instances of a "T" shape of any colour. The X and O blocks would be the same colour, and my last batch of code would find the "T" shape where the X's are, but what I wanted was more like the second diagram, with two "T"s Current result      Desired Result [X][O][O]                [1][1][1] [X][X][_]                [2][1][_] [X][O][_]                [2][2][_] [O][_][_]                [2][_][_] My code loops through x/y, marks blocks as used, rotates the shape, repeats, changes colour, repeats. I have started trying to fix this checking with great trepidation. The current idea is to: loop through the grid and make note of all pattern occurrences (NOT marking blocks as used), and putting these to an array loop through the grid again, this time noting which blocks are occupied by which patterns, and therefore which are occupied by multiple patterns. looping through the grid again, this time noting which patterns obstruct which patterns That much feels right... What do I do now? I think I would have to try various combinations of conflicting shapes, starting with those that obstruct the most other patterns first.How do I approach this one? use the rational that says I have 3 conflicting shapes occupying 8 blocks, and the shapes are 4 blocks each, therefore I can only have a maximum of two shapes. (I also intend to incorporate other shapes, and there will probably be score weighting which will need to be considered when going through the conflicting shapes, but that can be another day) I don't think it's a bin packing problem, but I'm not sure what to look for. Hope that makes sense, thanks for your help

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  • How to disable visual effects and compiz 100%

    - by oshirowanen
    UPDATE 1: The problem is not a monitor refresh rate flickering problem, as then the whole screen would be flickering. For me, only the application windows flicker in and out of view, then most of the time, when there do decide to show themselves, they only partly show themselves, like just top half, bottom half, left half, corner missing, window disappears when you try moving it or mouse over it even etc etc. I know it is a visual effect problem as I know my computer cannot handle visual effects and for some reason when the windows do appear partly, I can see the shadows behind the windows. Those shadows are part of the visual effects which are turned on by default for some reason. I get the same problem with 10.04, but can quickly turn off the visual effects by right clicking the desktop, selecting change background image, and in the visual effects tab, I can click on none, which stops all the visual problems. ORIGINAL QUESTION: I am having problems with 11.04 on my computer. For some reason it is enabling visual effects by default in the live cd when it should not be as my computer cannot support such effects. My computer cannot support Unity either, but it defaults to standard gnome with visual effects for some reason. It should be defaulting to standard gnome with no visual effects. THerefore, all I get is a very flickery live cd which makes it very difficult to see anything. So my question is, how do I disable the visual effects from the live cd? To put it simply, the live cd flickering is so bad, that I had to log back into my standard 10.04 install just to write this question, as I just couldn't see enough of the screen because of the flickering in 11.04 to even get to askubuntu.com...

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  • Rotating wheel with touch adding velocity

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } I update the rotation of a the wheel in the update method by doing: wheel.rotation = wheelRotation; Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the velocity of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of velocity then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Parallelize incremental processing in Tabular #ssas #tabular

    - by Marco Russo (SQLBI)
    I recently came in a problem trying to improve the parallelism of Tabular processing. As you know, multiple tables can be processed in parallel, whereas the processing of several partitions within the same table cannot be parallelized. When you perform an incremental update by adding only new rows to existing table, what you really do is adding rows to a partition, so adding rows to many tables means adding rows to several partitions. The particular condition you have in this case is that every partition in which you add rows belongs to a different table. Adding rows implies using the ProcessAdd command; its QueryBinding parameter specifies a SQL syntax to read new rows, otherwise the original query specified for the partition will be used, and it could generate duplicated data if you don’t have a dynamic behavior on the SQL side. If you create the required XMLA code manually, you will find that the QueryBinding node that should be part of the ProcessAdd command has to be moved out from ProcessAdd in case you are using a Batch command with more than one Process command (which is the reason why you want to use a single batch: run multiple process operations in parallel!). If you use AMO (Analysis Management Objects) you will find that this combination is not supported, even if you don’t have a syntax error compiling the code, but you might obtain this error at execution time: The syntax for the 'Process' command is incorrect. The 'Bindings' keyword cannot appear under a 'Process' command if the 'Process' command is a part of a 'Batch' command and there are more than one 'Process' commands in the 'Batch' or the 'Batch' command contains any out of line related information. In this case, the 'Bindings' keyword should be a part of the 'Batch' command only. If this is happening to you, the best solution I’ve found is manipulating the XMLA code generated by AMO moving the Binding nodes in the right place. A more detailed description of the issue and the code required to send a correct XMLA batch to Analysis Services is available in my article Parallelize ProcessAdd with AMO. By the way, the same technique (and code) can be used also if you have the same problem in a Multidimensional model.

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  • XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision

    - by JiminyCricket
    I've been fooling around with moving on sloped tiles in XNA and it is semi-working but not completely satisfactory. I also have been thinking that having sets of predetermined slopes might not give me terrain that looks "organic" enough. There is also the problem of having to construct several different types of tile for each slope when they're chained together (only 45 degree tiles will chain perfectly as I understand it). I had thought of somehow scanning for connected chains of sloped tiles and treating it as a new large triangle, as I was having trouble with glitching at the edges where sloped tiles connect. But, this leads back to the problem of limiting the curvature of the terrain. So...what I'd like to do now is create a simple image or texture of the terrain of a level (or section of the level) and generate a simple heightmap (of the Y's for each X) for the terrain. The player's Y position would then just be updated based on their X position. Is there a simple way of doing this (or a better way of solving this problem)? The main problem I can see with this method is the case where there are areas above the ground that can be walked on. Maybe there is a way to just map all walkable ground areas? I've been looking at this helpful bit of code: http://thirdpartyninjas.com/blog/2010/07/28/sloped-platform-collision/ but need a way to generate the actual points/vectors.

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  • Understanding Box2d Restitution & Bouncing

    - by layzrr
    I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, I've run into infinite bouncing, as described in this question, however obviously not using my own implementation. The Box2d manual describes restitution as follows: Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. My confusion lies in that I am still getting infinite bouncing with restitution values at 0.75/0.8. The same behavior can be seen in the testbed under Collision Watching - Varying Restitution, on the 6th and 7th balls. I believe the last one has restitution of 1, which makes sense, but I don't understand why the second to last ball bounces infinitely (as is happening with my working basketball I've created). I am looking to understand the restitution concept more fully, as well as look for a solution to infinite bouncing with the Box2d framework. My instinct was to sleep objects that appeared to be moving in very small increments, but this seems like a misuse of the engine. Should I just work with lower restitution values altogether?

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