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  • Rails Full Engine using a Full Engine

    - by SirLenz0rlot
    I've got this full rails engine Foo with functionality X. I want to make another engine, engine Bar, that is pretty much the same, but override funcitonality x with y. (it basically does the same, but a few controller actions and views are differently implemented). (I might split this later in several mountable engines, but for now, this will be the setup: project Baz, using engine Bar, which uses engine Foo) I would like to know if there are any pitfalls. It doesn't seem like a pattern that is often used? Anybody else using this 'some sort of engine inheritance'?

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  • Ubuntu 11.10 is falling back to Unity 2D. How to get back to Unity 3D?

    - by marcioAlmada
    It happened some minutes ago when I plugged my secondary monitor and my graphical interface simply crashed. So I had to restart my session. Since the crash Ubuntu insists to use Unity2D fall back instead of the default one. I used to plug the secondary monitor everyday when at home and nothing bad happened before. This 2D version of the GUI is ugly and has a lot of problems. How can I go back to Unity 3D GUI? update It seems somehow I lost my opengl support (driver issues). $ glxinfo name of display: :0.0 Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Error: couldn't find RGB GLX visual or fbconfig Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". And: $ glxgears Xlib: extension "GLX" missing on display ":0.0". Error: couldn't get an RGB, Double-buffered visual How can I revert things and go back to the right driver?

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  • Using Google's App Engine as CDN for static files

    - by Saif Bechan
    I am planning on moving my static files to Google's App Engine. I was wondering if this is a good idea to do. I have read that is it possible that Google will cache your files on multiple locations, which is a good thing in my opinion. The setup should also be quite easy in eclipse with the GAE plugins. But i still have my doubts on the performance of this. Is the setup of App Engine optimized for serving static content. Now I have Nginx server my static content, will App Engine perform the same way. Are there any other ups or downs using this method?

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  • Have Free website Hosting with Google App Engine

    - by mickthompson
    I'm reading about Google App Engine. I'm creating a bunch of simple dynamic websites in java. I'm considering to use Google App Engine and setup my clients' website on it. In this way I've only to register a domain www.myclietdomain.com and then point that to the GoogleAppEngine application... In this way I plan to avoid hosting costs. Infact I'm paying even for hosting few static html pages... Do you think that is possible to use Google App Engine for this scope?

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  • Data structures for a 2D multi-layered and multi-region map?

    - by DevilWithin
    I am working on a 2D world editor and a world format subsequently. If I were to handle the game "world" being created just as a layered set of structures, either in top or side views, it would be considerably simple to do most things. But, since this editor is meant for 3rd parties, I have no clue how big worlds one will want to make and I need to keep in mind that eventually it will become simply too much to check, handling and comparing stuff that are happening completely away from the player position. I know the solution for this is to subdivide my world into sub regions and stream them on the fly, loading and unloading resources and other data. This way I know a virtually infinite game area is achievable. But, while I know theoretically what to do, I really have a few questions I'd hoped to get answered for some hints about the topic. The logic way to handle the regions is some kind of grid, would you pick evenly distributed blocks with equal sizes or would you let the user subdivide areas by taste with irregular sized rectangles? In case of even grids, would you use some kind of block/chunk neighbouring system to check when the player transposes the limit or just put all those in a simple array? Being a region a different data structure than its owner "game world", when streaming a region, would you deliver the objects to the parent structures and track them for unloading later, or retain the objects in each region for a more "hard-limit" approach? Introducing the subdivision approach to the project, and already having a multi layered scene graph structure on place, how would i make it support the new concept? Would you have the parent node have the layers as children, and replicate in each layer node, a node per region? Or the opposite, parent node owns all the regions possible, and each region has multiple layers as children? Or would you just put the region logic outside the graph completely(compatible with the first suggestion in Q.3) When I say virtually infinite worlds, I mean it of course under the contraints of the variable sizes and so on. Using float positions, a HUGE world can already be made. Do you think its sane to think beyond that? Because I think its ok to stick to this limit since it will never be reached so easily.. As for when to stream a region, I'm implementing it as a collection of watcher cameras, which the streaming system works with to know what to load/unload. The problem here is, i will be needing some kind of warps/teleports built in for my game, and there is a chance i will be teleporting a player to a unloaded region far away. How would you approach something like this? Is it sane to load any region to memory which can be teleported to by a warp within a radius from the player? Sorry for the huge question, any answers are helpful!

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

    - by Register Sole
    Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to be able to stack. I also want friction and gravity. I have a detection mechanism that returns the separating axis, how long the polygons are overlapping, and up to 2 points of contact. For the response, I am currently using an impulse-based response, which main idea is: find the separating axis, length of overlap, and the point of contact (if there are two, pick a random point between to simulate averaged force. i believe there are better ways than this) separate the object (modifying their positions, taking into account of their masses. i do not separate them completely though, to keep track that they are colliding to reduce jitter) calculate normal force based on the coefficient of restitution as if there is no friction. calculate friction, as if there is no normal force. I also assume that the direction of the friction is the same throughout the collision. apply the two forces (which result in a rather inaccurate result, since each force is calculated as if the other is not present. for non-rotating bodies though, this method is exact) I am aware that this method requires the coefficient of friction to be sufficiently small due to the assumption that the direction of friction stays the same in a collision. Also, the result is visually satisfying if gravity is not present. However, when there is gravity, objects on ground jitter and drift (even with zero coefficient of restitution)! It also happens for stacking objects. Larger coefficient of restitution and gravity increase the jittering. I hope you can help me with this. Some things i would like to know more about is how to handle collision with two point of contacts (how to end up having an object sitting still on the ground?), how to reduce, and prevent if possible, jitter and drift (do people use the most accurate method possible, or is there a trick to overcome this?), and how to handle multiple objects collision (for example, in the case of stacking objects, how do I check collisions between all of them and keep them all stable at every frame so they don't jitter?). A total reformulation of my algorithm is also welcomed, as long as it works. Another thing to note is that I am not making a Physics game, so I only need a visually satisfying response (though a realistic response is preferable, if it is not performance-heavy). But surely jittering and drifting objects on flat ground are not at all acceptable. In addition, I am a Physics student, so feel free to talk about impulse and whatever needed. Finally, I'm sorry for the long post. I tried to be as concise as I can. Thank you for reading it! EDIT It seems what I didn't manage to come up all this time is to separate resting contact as a class of its own and how to solve them. Currently reading the paper suggested by Jedediah. More suggestions on the topic are welcome :) CASE CLOSED After reading various papers referenced in the paper, successfully implemented simultaneous impulse method (referring to the original paper by Erin Catto, [Catt05]). Thanks maaaan!! The paper is wonderful. The current system is visibly much better than the previous. Still haven't separated resting contact as a class of its own though, which brings me to my next question. Love you all! Haha (sorry, I'm just so happy thanks to you).

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  • delete pointer to 2d array c ++

    - by user1848054
    i have this pointer to 2d array of Robot class Robot ***rob; and this is here the code for the constructor !! and the program works fine !!! but now i am trying to build a destructor to delete this pointer !! and it keeps on crashing the program !! my question is , how to delete this pointer to 2d array of robots ? RobotsWorld::RobotsWorld(int x , int y) { X=x;Y=y; // returns the limitation of the matrix rob = new Robot**[x]; for(int i = 0; i < x; i++) { rob[i] = new Robot*[y]; for(int j = 0; j < y; j++) { rob[i][j] = NULL; } } }

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  • More complex view matrix calculation required to composite 3d models with 2d video

    - by lzcd
    I'm utilising some 2d / 3d tracking data (provided by pfHoe) to help integrate some 3d models into the playback of some 2d video. Things are working.... okay... but there's still some visible 'slipping' of the models against the video background and I suspect this is may be because the XNA CreatePerspective helper method isn't taking into account some of the additional data supplied by pfHoe such as independent horizontal / vertical field of view angles and focal length. Would anyone be able to point me towards some examples of constructing view matrices that include such details?

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  • C Programming: malloc() for a 2D array (using pointer-to-pointer)

    - by vikramtheone
    Hi Guys, yesterday I had posted a question: How should I pass a pointer to a function and allocate memory for the passed pointer from inside the called function? From the answers I got, I was able to understand what mistake I was doing. I'm facing a new problem now, can anyone help out with this? I want to dynamically allocate a 2D array, so I'm passing a Pointer-to-Pointer from my main() to another function called alloc_2D_pixels(...), where I use malloc(...) and for(...) loop to allocate memory for the 2D array. Well, after returning from the alloc_2D_pixels(...) function, the pointer-to-pointer still remains NULL, so naturally, when I try accessing or try to free(...) the Pointer-to-Pointer, the program hangs. Can anyone suggest me what mistakes I'm doing here? Help!!! Vikram SOURCE: main() { unsigned char **ptr; unsigned int rows, cols; if(alloc_2D_pixels(&ptr, rows, cols)==ERROR) // Satisfies this condition printf("Memory for the 2D array not allocated"); // NO ERROR is returned if(ptr == NULL) // ptr is NULL so no memory was allocated printf("Yes its NULL!"); // Because ptr is NULL, with any of these 3 statements below the program HANGS ptr[0][0] = 10; printf("Element: %d",ptr[0][0]); free_2D_alloc(&ptr); } signed char alloc_2D_pixels(unsigned char ***memory, unsigned int rows, unsigned int cols) { signed char status = NO_ERROR; memory = malloc(rows * sizeof(unsigned char** )); if(memory == NULL) { status = ERROR; printf("ERROR: Memory allocation failed!"); } else { int i; for(i = 0; i< cols; i++) { memory[i] = malloc(cols * sizeof(unsigned char)); if(memory[i]==NULL) { status = ERROR; printf("ERROR: Memory allocation failed!"); } } } // Inserted the statements below for debug purpose only memory[0][0] = (unsigned char)10; // I'm able to access the array from printf("\nElement %d",memory[0][0]); // here with no problems return status; } void free_2D_pixels(unsigned char ***ptr, unsigned int rows) { int i; for(i = 0; i < rows; i++) { free(ptr[i]); } free(ptr); }

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  • How to resolve concurrent ramp collisions in 2d platformer?

    - by Shaun Inman
    A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky walls/floors). Solid bodies are resolved by testing the body-in-motion's new X with the old Y and adjusting if necessary before testing the new X with the new Y, again adjusting if necessary. Works great. Ramps (rectangles with a flag set indicating bottom-left, bottom-right, etc) are resolved by calculating the ratio of penetration along the x-axis and setting a new Y accordingly (with some checks to make sure the body-in-motion isn't attacking from the tall or flat side, in which case the ramp is treated as a normal rectangle). This also works great. Side-by-side ramps, eg. \/ and /\, work fine but things get jittery and unpredictable when a top-down ramp is directly above a bottom-up ramp, eg. < or > or when a bottom-up ramp runs right up to the ceiling/top-down ramp runs right down to the floor. I've been able to lock it down somewhat by detecting whether the body-in-motion hadFloor when also colliding with a top-down ramp or hadCeiling when also colliding with a bottom-up ramp then resolving by calculating the ratio of penetration along the y-axis and setting the new X accordingly (the opposite of the normal behavior). But as soon as the body-in-motion jumps the hasFloor flag becomes false, the first ramp resolution pushes the body into collision with the second ramp and collision resolution becomes jittery again for a few frames. I'm sure I'm making this more complicated than it needs to be. Can anyone recommend a good resource that outlines the best way to address this problem? (Please don't recommend I use something like Box2d or Chipmunk. Also, "redesign your levels" isn't an answer; the body-in-motion may at times be riding another body-in-motion, eg. a platform, that pushes it into a ramp so I'd like to be able to resolve this properly.) Thanks!

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  • php push 2d array into mysql

    - by john
    Hay All, I cant seem to get my head around this dispite the number to examples i read. Basically I have a 2d array and want to insert it into MySQL. The array contains a few strings. I cant get the following to work... $value = addslashes(serialize($temp3));//temp3 is my 2d array, do i need to use keys? (i am not at the moment) $query = "INSERT INTO table sip (id,keyword,data,flags) VALUES(\"$value\")"; mysql_query($query) or die("Failed Query"); Thanks Guys,

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  • Custom Domain for Google App Engine and Google Apps

    - by Kevin
    I have set up and configured Google App Engine and Google Apps to use my custom domain with a cname 'www'. I have configured my DNS (via fasthosts.co.uk) with the cname and pointed it to ghs.google.com. I can access the website using the google app engine domain at capel-y-crwys.appspot.com but I can't access it via my custom domain www.capelycrwys.org.uk. I have allowed several days for propagation of the DNS etc. The really strange this is I can access the app via my custom domain when I use the web browser on my Android mobile phone. I can't access the app via my custom domain from my home internet connection, my work internet connection or a friends internet connection. I tried a few online web proxies and I can access the app via the custom domain. I posted this question on the google forums code.google.com/appengine/forum/?place=topic%2Fgoogle-appengine%2FfUP-G_0FKE4%2Fdiscussion and a commentor has said he could access the app via the custom domain. So why can't I access it direct via my home internet connection etc? I've tried loads of google searching and even found a similar sounding post here on serverfault serverfault.com/questions/208461/custom-domain-name-server-not-found-google-app-engine-and-google-apps but it doesn't have an answer that helps me.

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  • getting a job in game industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled at a community college for game developement. But I am skeptical about the circulum. I have no experience in the gaming industry so I wouldnt be able to tell rather its a good investment or not. So I am asking you. I dont want to get too much into detail of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the unreal engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the unreal engine, Learn python and learn how to use it's API to connect to a remote server and build game mechanics. Overall I will also recieve a associates degree in game development. I learn c++ but not c. The director said he was trying to implement c in the program as well. What I notice is I will not learn how to build a 3d game engine from scratch. They do not teach any AI. I will not learn how to work with the graphics card using a graphic's api such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requireing me to take some advances math courses such a calculus and geotomtry 1 and 2. I also got to take a physic class. I just think thats a little much for just learning how to use the unreal engine but not actually build one or try to learn the anatomy of a game engine. Is this good enough to possibly land my a job in the insdustry. If I left anything out or was not detail, please feel free to ask more questions. Thanks Guys!!

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  • Are there any open source projects for car engine sound simulation?

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • What file formats and conventions should I support to make my game engine artist-friendly?

    - by Avi
    I'm writing a game engine, and I want to know what I should do to make it more artist-friendly. I don't want to be too limiting in terms of what file formats I support, etc. Some specific questions: Are there specific formats artists like to model in? Does it not matter because the 3D modeler abstracts the data storage away? Is it okay if I don't support per-vertex coloration in my game engine? If I have to store a diffuse, specular, ambient, and emissive color value for each vertex, it doubles the size of vertices in the buffer. Is it reasonable to ask artists to do all these things in textures / maps? Any other tips you have about making it so that artists have to adapt their style to my specific engine as little as possible would be nice.

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  • Grails, app-engine, jpa - beginner having trouble with grails generate-all

    - by John
    I'm trying to learn about grails with Google App Engine and JPA by following a few tutorials: http://www.morkeleb.com/2009/08/12/grails-and-google-appengine-beginners-guide/ http://inhouse32.appspot.com/index.html http://grails.org/plugin/app-engine I've got grails 1.3.0 RC 2, and App Engine SDK 1.3.3, and I'm using Windows 7. The steps that I try are: grails create-app appname cd appname grails install-plugin app-engine. I answer jpa when asked about jdo/jpa. It appears to install the gorm-jpa plugin automatically, although the tutorials all suggest installing gorm-jpa manually. grails install-plugin gorm-jpa (just in case) grails create-domain-class test.Person Edit the grails-app/domain/test/Person.groovy to add name and address fields: package test import javax.persistence.*; // import com.google.appengine.api.datastore.Key; @Entity class Person implements Serializable { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) Long id @Basic String name @Basic String address static constraints = { id visible:false } } grails generate-all test.Person I get errors during this final step: C:\Users\John\Workspaces\STS\appname>grails generate-all test.Person Welcome to Grails 1.3.0.RC2 - http://grails.org/ Licensed under Apache Standard License 2.0 Grails home is set to: C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2 Base Directory: C:\Users\John\Workspaces\STS\appname Resolving dependencies... Dependencies resolved in 493ms. Running script C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2\scripts\GenerateAll.groovy Environment set to development [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 1 empty directory to 1 empty directory under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [groovyc] Compiling 12 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes Note: C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\src\java\org\grails\jpa\domain\JpaGrailsDomainClass.java uses or overrides a deprecated API. Note: Recompile with -Xlint:deprecation for details. Note: Some input files use unchecked or unsafe operations. Note: Recompile with -Xlint:unchecked for details. [groovyc] Compiling 8 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [native2ascii] Converting 13 files from C:\Users\John\Workspaces\STS\appname\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm-jpa-0.7.1\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\app-engine-0.8.10\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm -jpa-0.7.1\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\app-engine-0.8.10\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\a pp-engine-0.8.10\grails-app\i18n [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 2 files to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 2 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib [copy] Copying 64 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib Configuring persistence for AppEngine [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=589 ms, enhance=200 ms, total=789 ms. Consult the log for full details [groovyc] Compiling 1 source file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF Configuring persistence for AppEngine Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=585 ms, enhance=28 ms, total=613 ms. Consult the log for full details Generating views for domain class test.Person ... java.lang.reflect.InvocationTargetException at SimpleTemplateScript1.run(SimpleTemplateScript1.groovy:43) at _GrailsGenerate_groovy.generateForDomainClass(_GrailsGenerate_groovy:85) at _GrailsGenerate_groovy$_run_closure1.doCall(_GrailsGenerate_groovy:50) at GenerateAll$_run_closure1.doCall(GenerateAll.groovy:42) at gant.Gant$_dispatch_closure5.doCall(Gant.groovy:381) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy:415) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy) at gant.Gant.withBuildListeners(Gant.groovy:427) at gant.Gant.this$2$withBuildListeners(Gant.groovy) at gant.Gant$this$2$withBuildListeners.callCurrent(Unknown Source) at gant.Gant.dispatch(Gant.groovy:415) at gant.Gant.this$2$dispatch(Gant.groovy) at gant.Gant.invokeMethod(Gant.groovy) at gant.Gant.executeTargets(Gant.groovy:590) at gant.Gant.executeTargets(Gant.groovy:589) Caused by: java.lang.NoClassDefFoundError: org/hibernate/MappingException ... 15 more Caused by: java.lang.ClassNotFoundException: org.hibernate.MappingException at org.codehaus.groovy.tools.RootLoader.findClass(RootLoader.java:156) at java.lang.ClassLoader.loadClass(ClassLoader.java:307) at org.codehaus.groovy.tools.RootLoader.loadClass(RootLoader.java:128) at java.lang.ClassLoader.loadClass(ClassLoader.java:248) ... 15 more Error running generate-all: null What am I doing wrong?

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  • Grails, app-engine, jpa - TargetInvocationException

    - by John
    I'm trying to learn about grails with Google App Engine and JPA by following a few tutorials: http://www.morkeleb.com/2009/08/12/grails-and-google-appengine-beginners-guide/ http://inhouse32.appspot.com/index.html http://grails.org/plugin/app-engine I've got grails 1.3.0 RC 2, and App Engine SDK 1.3.3, and I'm using Windows 7. The steps that I try are: grails create-app appname cd appname grails install-plugin app-engine. I answer jpa when asked about jdo/jpa. It appears to install the gorm-jpa plugin automatically, although the tutorials all suggest installing gorm-jpa manually. grails install-plugin gorm-jpa (just in case) grails create-domain-class test.Person Edit the grails-app/domain/test/Person.groovy to add name and address fields: package test import javax.persistence.*; // import com.google.appengine.api.datastore.Key; @Entity class Person implements Serializable { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) Long id @Basic String name @Basic String address static constraints = { id visible:false } } grails generate-all test.Person I get errors during this final step: C:\Users\John\Workspaces\STS\appname>grails generate-all test.Person Welcome to Grails 1.3.0.RC2 - http://grails.org/ Licensed under Apache Standard License 2.0 Grails home is set to: C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2 Base Directory: C:\Users\John\Workspaces\STS\appname Resolving dependencies... Dependencies resolved in 493ms. Running script C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2\scripts\GenerateAll.groovy Environment set to development [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 1 empty directory to 1 empty directory under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [groovyc] Compiling 12 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes Note: C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\src\java\org\grails\jpa\domain\JpaGrailsDomainClass.java uses or overrides a deprecated API. Note: Recompile with -Xlint:deprecation for details. Note: Some input files use unchecked or unsafe operations. Note: Recompile with -Xlint:unchecked for details. [groovyc] Compiling 8 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [native2ascii] Converting 13 files from C:\Users\John\Workspaces\STS\appname\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm-jpa-0.7.1\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\app-engine-0.8.10\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm -jpa-0.7.1\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\app-engine-0.8.10\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\a pp-engine-0.8.10\grails-app\i18n [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 2 files to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 2 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib [copy] Copying 64 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib Configuring persistence for AppEngine [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=589 ms, enhance=200 ms, total=789 ms. Consult the log for full details [groovyc] Compiling 1 source file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF Configuring persistence for AppEngine Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=585 ms, enhance=28 ms, total=613 ms. Consult the log for full details Generating views for domain class test.Person ... java.lang.reflect.InvocationTargetException at SimpleTemplateScript1.run(SimpleTemplateScript1.groovy:43) at _GrailsGenerate_groovy.generateForDomainClass(_GrailsGenerate_groovy:85) at _GrailsGenerate_groovy$_run_closure1.doCall(_GrailsGenerate_groovy:50) at GenerateAll$_run_closure1.doCall(GenerateAll.groovy:42) at gant.Gant$_dispatch_closure5.doCall(Gant.groovy:381) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy:415) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy) at gant.Gant.withBuildListeners(Gant.groovy:427) at gant.Gant.this$2$withBuildListeners(Gant.groovy) at gant.Gant$this$2$withBuildListeners.callCurrent(Unknown Source) at gant.Gant.dispatch(Gant.groovy:415) at gant.Gant.this$2$dispatch(Gant.groovy) at gant.Gant.invokeMethod(Gant.groovy) at gant.Gant.executeTargets(Gant.groovy:590) at gant.Gant.executeTargets(Gant.groovy:589) Caused by: java.lang.NoClassDefFoundError: org/hibernate/MappingException ... 15 more Caused by: java.lang.ClassNotFoundException: org.hibernate.MappingException at org.codehaus.groovy.tools.RootLoader.findClass(RootLoader.java:156) at java.lang.ClassLoader.loadClass(ClassLoader.java:307) at org.codehaus.groovy.tools.RootLoader.loadClass(RootLoader.java:128) at java.lang.ClassLoader.loadClass(ClassLoader.java:248) ... 15 more Error running generate-all: null What am I doing wrong?

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  • optimize 2D array in C++

    - by Hristo
    I'm dealing with a 2D array with the following characteristics: const int cols = 500; const int rows = 100; int arr[rows][cols]; I access array arr in the following manner to do some work: for(int k = 0; k < T; ++k) { // for each trainee myscore[k] = 0; for(int i = 0; i < N; ++i) { // for each sample for(int j = 0; j < E[i]; ++j) { // for each expert myscore[k] += delta(i, anotherArray[k][i], arr[j][i]); } } } So I am worried about the array 'arr' and not the other one. I need to make this more cache-friendly and also boost the speed. I was thinking perhaps transposing the array but I wasn't sure how to do that. My implementation turns out to only work for square matrices. How would I make it work for non-square matrices? Also, would mapping the 2D array into a 1D array boost the performance? If so, how would I do that? Finally, any other advice on how else I can optimize this... I've run out of ideas, but I know that arr[j][i] is the place where I need to make changes because I'm accessing columns by columns instead of rows by rows so that is not cache friendly at all. Thanks, Hristo

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  • Transferring data from 2d Dynamic array in C to CUDA and back

    - by Soumya
    I have a dynamically declared 2D array in my C program, the contents of which I want to transfer to a CUDA kernel for further processing. Once processed, I want to populate the dynamically declared 2D array in my C code with the CUDA processed data. I am able to do this with static 2D C arrays but not with dynamically declared C arrays. Any inputs would be welcome! I mean the dynamic array of dynamic arrays. The test code that I have written is as below. #include "cuda_runtime.h" #include "device_launch_parameters.h" #include <stdio.h> #include <conio.h> #include <math.h> #include <stdlib.h> const int nItt = 10; const int nP = 5; __device__ int d_nItt = 10; __device__ int d_nP = 5; __global__ void arr_chk(float *d_x_k, float *d_w_k, int row_num) { int index = (blockIdx.x * blockDim.x) + threadIdx.x; int index1 = (row_num * d_nP) + index; if ( (index1 >= row_num * d_nP) && (index1 < ((row_num +1)*d_nP))) //Modifying only one row data pertaining to one particular iteration { d_x_k[index1] = row_num * d_nP; d_w_k[index1] = index; } } float **mat_create2(int r, int c) { float **dynamicArray; dynamicArray = (float **) malloc (sizeof (float)*r); for(int i=0; i<r; i++) { dynamicArray[i] = (float *) malloc (sizeof (float)*c); for(int j= 0; j<c;j++) { dynamicArray[i][j] = 0; } } return dynamicArray; } /* Freeing memory - here only number of rows are passed*/ void cleanup2d(float **mat_arr, int x) { int i; for(i=0; i<x; i++) { free(mat_arr[i]); } free(mat_arr); } int main() { //float w_k[nItt][nP]; //Static array declaration - works! //float x_k[nItt][nP]; // if I uncomment this dynamic declaration and comment the static one, it does not work..... float **w_k = mat_create2(nItt,nP); float **x_k = mat_create2(nItt,nP); float *d_w_k, *d_x_k; // Device variables for w_k and x_k int nblocks, blocksize, nthreads; for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { x_k[i][j] = (nP*i); w_k[i][j] = j; } } for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } int size1 = nItt * nP * sizeof(float); printf("\nThe array size in memory bytes is: %d\n",size1); cudaMalloc( (void**)&d_x_k, size1 ); cudaMalloc( (void**)&d_w_k, size1 ); if((nP*nItt)<32) { blocksize = nP*nItt; nblocks = 1; } else { blocksize = 32; // Defines the number of threads running per block. Taken equal to warp size nthreads = blocksize; nblocks = ceil(float(nP*nItt) / nthreads); // Calculated total number of blocks thus required } for(int i = 0; i< nItt; i++) { cudaMemcpy( d_x_k, x_k, size1,cudaMemcpyHostToDevice ); //copy of x_k to device cudaMemcpy( d_w_k, w_k, size1,cudaMemcpyHostToDevice ); //copy of w_k to device arr_chk<<<nblocks, blocksize>>>(d_x_k,d_w_k,i); cudaMemcpy( x_k, d_x_k, size1, cudaMemcpyDeviceToHost ); cudaMemcpy( w_k, d_w_k, size1, cudaMemcpyDeviceToHost ); } printf("\nVerification after return from gpu\n"); for(int i = 0; i<nItt; i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } cudaFree( d_x_k ); cudaFree( d_w_k ); cleanup2d(x_k,nItt); cleanup2d(w_k,nItt); getch(); return 0;

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  • 2d trajectory planning of a spaceship with physics.

    - by egarcia
    I'm implementing a 2D game with ships in space. In order to do it, I'm using LÖVE, which wraps Box2D with Lua. But I believe that my question can be answered by anyone with a greater understanding of physics than myself - so pseudo code is accepted as a response. My problem is that I don't know how to move my spaceships properly on a 2D physics-enabled world. More concretely: A ship of mass m is located at an initial position {x, y}. It has an initial velocity vector of {vx, vy} (can be {0,0}). The objective is a point in {xo,yo}. The ship has to reach the objective having a velocity of {vxo, vyo} (or near it), following the shortest trajectory. There's a function called update(dt) that is called frequently (i.e. 30 times per second). On this function, the ship can modify its position and trajectory, by applying "impulses" to itself. The magnitude of the impulses is binary: you can either apply it in a given direction, or not to apply it at all). In code, it looks like this: def Ship:update(dt) m = self:getMass() x,y = self:getPosition() vx,vy = self.getLinearVelocity() xo,yo = self:getTargetPosition() vxo,vyo = self:getTargetVelocity() thrust = self:getThrust() if(???) angle = ??? self:applyImpulse(math.sin(angle)*thrust, math.cos(angle)*thrust)) end end The first ??? is there to indicate that in some occasions (I guess) it would be better to "not to impulse" and leave the ship "drift". The second ??? part consists on how to calculate the impulse angle on a given dt. We are in space, so we can ignore things like air friction. Although it would be very nice, I'm not looking for someone to code this for me; I put the code there so my problem is clearly understood. What I need is an strategy - a way of attacking this. I know some basic physics, but I'm no expert. For example, does this problem have a name? That sort of thing. Thanks a lot.

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  • "Beveled" Shapes in Quartz 2D

    - by Shaggy Frog
    I'm familiar with some of the basics of Quartz 2D drawing, like drawing basic shapes and gradients and so on, but I'm not sure how to draw a shape with a "beveled" look, like this: Essentially we've got a shine on one corner, and maybe some shading in the opposite corner. I think -- I didn't make this image, although I'd like to be able to approximate it. Any ideas? This is on the iPhone, and I'd like to use built-in frameworks and avoid any external libraries if at all possible.

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