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  • Segfaulting Java process

    - by zenmonkey
    I've a java process that is working on some large data set in memory. I've seen it crash with a SIGSEGV signal sometimes, so i was wondering some potential causes and fixes could do. Caues: - JVM bug - Native library bug (e.g pthreads etc) - JNI bug in user code Fixes: - Upgrade to new JVM In my particular case, this is the output form the log file (pruned) A fatal error has been detected by the Java Runtime Environment: # SIGSEGV (0xb) at pc=0x00002aaaaacd1b94, pid=32116, tid=1086544208 # JRE version: 6.0_14-b08 Java VM: Java HotSpot(TM) 64-Bit Server VM (14.0-b16 mixed mode linux-amd64 ) Problematic frame: C [libpthread.so.0+0xab94] pthread_cond_timedwait+0x154 # If you would like to submit a bug report, please visit: http://java.sun.com/webapps/bugreport/crash.jsp # --------------- T H R E A D --------------- Current thread (0x00002aacaad41000): WatcherThread [stack: 0x0000000040b35000,0x0000000040c36000] [id=32141] siginfo:si_signo=SIGSEGV: si_errno=0, si_code=1 (SEGV_MAPERR), si_addr=0x00002aabc40008c0 Registers: RAX=0x0000000000000000, RBX=0x0000000000000000, RCX=0x0000000000000000, RDX=0x0000000000000002 RSP=0x0000000040c34cc0, RBP=0x0000000040c34d80, RSI=0x0000000000000001, RDI=0x00002aabc40008c0 R8 =0x00002aacaad42528, R9 =0x0000000000000000, R10=0x0000000040c34cd8, R11=0x0000000000000202 R12=0x0000000000000001, R13=0x0000000040c34d40, R14=0xffffffffffffff92, R15=0x00002aacaad42550 RIP=0x00002aaaaacd1b94, EFL=0x0000000000010246, CSGSFS=0x000000000000e033, ERR=0x0000000000000006 TRAPNO=0x000000000000000e Top of Stack: (sp=0x0000000040c34cc0) 0x0000000040c34cc0: 0000000000000000 00002aabc40008c0 0x0000000040c34cd0: 00002aacaad42528 0000000000000000 0x0000000040c34ce0: 0000000002fae0e0 0000000000000000 0x0000000040c34cf0: 00002aaaaacd1750 0000000040c34cc0 0x0000000040c34d00: 00002aacaad42528 0000000000000000 0x0000000040c34d10: 00002aacaad42528 00002aacaad42500 0x0000000040c34d20: 0000000000000032 00002aaaabadf876 0x0000000040c34d30: fffffffdaad40e80 0000000040c34d40 0x0000000040c34d40: 000000004bbb7166 0000000015f07098 0x0000000040c34d50: 0000000040c34d80 00138cd32df59cce 0x0000000040c34d60: 431bde82d7b634db 00002aacaad429c0 0x0000000040c34d70: 0000000000000032 00002aacaad429c0 0x0000000040c34d80: 0000000040c34e00 00002aaaabadda6d 0x0000000040c34d90: 0000000040c34da0 00002aacaad42500 0x0000000040c34da0: 00002aacaad429c0 00002aaa00000002 0x0000000040c34db0: 0000000000000001 0000000000000002 0x0000000040c34dc0: 0000000040c34dd0 00002aaaabb6f613 0x0000000040c34dd0: 0000000040c34e00 00002aacaad41000 0x0000000040c34de0: 0000000000000032 00002aacaad429c0 0x0000000040c34df0: 00002aacaad41000 0000000000001000 0x0000000040c34e00: 0000000040c34e60 00002aaaabbc39fb 0x0000000040c34e10: 0000000040c34e40 00002aaaabab868f 0x0000000040c34e20: 00002aacaad41000 00002aacaad42aa0 0x0000000040c34e30: 00002aacaad42aa0 00002aaaabe10630 0x0000000040c34e40: 00002aaaabe10630 00002aacaad42aa0 0x0000000040c34e50: 00002aacaad429c0 00002aacaad41000 0x0000000040c34e60: 0000000040c35130 00002aaaabadff9f 0x0000000040c34e70: 0000000000000000 0000000000000000 0x0000000040c34e80: 0000000000000000 0000000000000000 0x0000000040c34e90: 0000000000000000 0000000000000000 0x0000000040c34ea0: 0000000000000000 0000000000000000 0x0000000040c34eb0: 0000000000000000 0000000000000000 Instructions: (pc=0x00002aaaaacd1b94) 0x00002aaaaacd1b84: 88 22 00 00 48 8b 7c 24 08 be 01 00 00 00 31 c0 0x00002aaaaacd1b94: f0 0f b1 37 0f 85 e8 00 00 00 8b 57 2c 48 8b 47 Stack: [0x0000000040b35000,0x0000000040c36000], sp=0x0000000040c34cc0, free space=1023k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [libpthread.so.0+0xab94] pthread_cond_timedwait+0x154 V [libjvm.so+0x594a6d] V [libjvm.so+0x67a9fb] V [libjvm.so+0x596f9f] --------------- P R O C E S S --------------- Java Threads: ( = current thread ) 0x00002aacaad3f000 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=32140, stack(0x0000000040a34000,0x0000000040b35000)] 0x00002aacaad3c000 JavaThread "CompilerThread1" daemon [_thread_blocked, id=32139, stack(0x0000000040933000,0x0000000040a34000)] 0x00002aacaad37800 JavaThread "CompilerThread0" daemon [_thread_blocked, id=32138, stack(0x0000000040832000,0x0000000040933000)] 0x00002aacaad36800 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=32137, stack(0x0000000040731000,0x0000000040832000)] 0x00002aacaab7d800 JavaThread "Finalizer" daemon [_thread_blocked, id=32136, stack(0x0000000040630000,0x0000000040731000)] 0x00002aacaab7b800 JavaThread "Reference Handler" daemon [_thread_blocked, id=32135, stack(0x000000004052f000,0x0000000040630000)] 0x0000000040115800 JavaThread "main" [_thread_blocked, id=32117, stack(0x000000004012b000,0x000000004022c000)] Other Threads: 0x00002aacaab75000 VMThread [stack: 0x000000004042e000,0x000000004052f000] [id=32134] =0x00002aacaad41000 WatcherThread [stack: 0x0000000040b35000,0x0000000040c36000] [id=32141] VM state:at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: ([mutex/lock_event]) [0x0000000040112e80] Threads_lock - owner thread: 0x00002aacaab75000 [0x0000000040113380] Heap_lock - owner thread: 0x0000000040115800 Heap PSYoungGen total 1854528K, used 1029248K [0x00002aac025a0000, 0x00002aaca8340000, 0x00002aaca9040000) eden space 1029248K, 100% used [0x00002aac025a0000,0x00002aac412c0000,0x00002aac412c0000) from space 825280K, 0% used [0x00002aac412c0000,0x00002aac412c0000,0x00002aac738b0000) to space 812800K, 0% used [0x00002aac76980000,0x00002aac76980000,0x00002aaca8340000) PSOldGen total 4423680K, used 4423651K [0x00002aaab5040000, 0x00002aabc3040000, 0x00002aac025a0000) object space 4423680K, 99% used [0x00002aaab5040000,0x00002aabc3038fe8,0x00002aabc3040000) PSPermGen total 21248K, used 5848K [0x00002aaaafc40000, 0x00002aaab1100000, 0x00002aaab5040000) object space 21248K, 27% used [0x00002aaaafc40000,0x00002aaab01f61f0,0x00002aaab1100000) Dynamic libraries: 40000000-40009000 r-xp 00000000 08:01 313415 /usr/java/jdk1.6.0_14/bin/java 40108000-4010a000 rwxp 00008000 08:01 313415 /usr/java/jdk1.6.0_14/bin/java 4010a000-4012b000 rwxp 4010a000 00:00 0 [heap] 4012b000-4012e000 ---p 4012b000 00:00 0 4012e000-4022c000 rwxp 4012e000 00:00 0 4022c000-4022d000 ---p 4022c000 00:00 0 4022d000-4032d000 rwxp 4022d000 00:00 0 4032d000-4032e000 ---p 4032d000 00:00 0 4032e000-4042e000 rwxp 4032e000 00:00 0 4042e000-4042f000 ---p 4042e000 00:00 0 4042f000-4052f000 rwxp 4042f000 00:00 0 4052f000-40532000 ---p 4052f000 00:00 0 40532000-40630000 rwxp 40532000 00:00 0 40630000-40633000 ---p 40630000 00:00 0 40633000-40731000 rwxp 40633000 00:00 0 40731000-40734000 ---p 40731000 00:00 0 40734000-40832000 rwxp 40734000 00:00 0 40832000-40835000 ---p 40832000 00:00 0 40835000-40933000 rwxp 40835000 00:00 0 40933000-40936000 ---p 40933000 00:00 0 40936000-40a34000 rwxp 40936000 00:00 0 40a34000-40a37000 ---p 40a34000 00:00 0 40a37000-40b35000 rwxp 40a37000 00:00 0 40b35000-40b36000 ---p 40b35000 00:00 0 40b36000-40c36000 rwxp 40b36000 00:00 0 2aaaaaaab000-2aaaaaac6000 r-xp 00000000 08:01 49198 /lib64/ld-2.7.so 2aaaaaac6000-2aaaaaac7000 rwxp 2aaaaaac6000 00:00 0 2aaaaaac7000-2aaaaaad0000 r-xs 0006d000 08:10 29851669 /mnt/home/jatten/workspace/common/build/lib/common.jar 2aaaaaad2000-2aaaaaad3000 rwxp 2aaaaaad2000 00:00 0 2aaaaaad3000-2aaaaaae0000 r-xp 00000000 08:01 315357 /usr/java/jdk1.6.0_14/jre/lib/amd64/libverify.so 2aaaaaae0000-2aaaaabdf000 ---p 0000d000 08:01 315357 /usr/java/jdk1.6.0_14/jre/lib/amd64/libverify.so 2aaaaabdf000-2aaaaabe2000 rwxp 0000c000 08:01 315357 /usr/java/jdk1.6.0_14/jre/lib/amd64/libverify.so 2aaaaabe2000-2aaaaac0a000 rwxp 2aaaaabe2000 00:00 0 2aaaaac0a000-2aaaaac0f000 r-xs 0003a000 08:10 30326840 /mnt/home/jatten/workspace/common_ml20010405/build/lib/common_ml.jar 2aaaaac0f000-2aaaaac12000 r-xs 00020000 08:10 29786222 /mnt/home/jatten/pagescorer.jar 2aaaaacc5000-2aaaaacc6000 r-xp 0001a000 08:01 49198 /lib64/ld-2.7.so 2aaaaacc6000-2aaaaacc7000 rwxp 0001b000 08:01 49198 /lib64/ld-2.7.so 2aaaaacc7000-2aaaaacdd000 r-xp 00000000 08:01 49280 /lib64/libpthread-2.7.so 2aaaaacdd000-2aaaaaedc000 ---p 00016000 08:01 49280 /lib64/libpthread-2.7.so 2aaaaaedc000-2aaaaaedd000 r-xp 00015000 08:01 49280 /lib64/libpthread-2.7.so 2aaaaaedd000-2aaaaaede000 rwxp 00016000 08:01 49280 /lib64/libpthread-2.7.so 2aaaaaede000-2aaaaaee2000 rwxp 2aaaaaede000 00:00 0 2aaaaaee2000-2aaaaaee9000 r-xp 00000000 08:01 315360 /usr/java/jdk1.6.0_14/jre/lib/amd64/jli/libjli.so 2aaaaaee9000-2aaaaafea000 ---p 00007000 08:01 315360 /usr/java/jdk1.6.0_14/jre/lib/amd64/jli/libjli.so 2aaaaafea000-2aaaaafec000 rwxp 00008000 08:01 315360 /usr/java/jdk1.6.0_14/jre/lib/amd64/jli/libjli.so 2aaaaafec000-2aaaaafee000 r-xp 00000000 08:01 49240 /lib64/libdl-2.7.so 2aaaaafee000-2aaaab1ee000 ---p 00002000 08:01 49240 /lib64/libdl-2.7.so 2aaaab1ee000-2aaaab1ef000 r-xp 00002000 08:01 49240 /lib64/libdl-2.7.so 2aaaab1ef000-2aaaab1f0000 rwxp 00003000 08:01 49240 /lib64/libdl-2.7.so 2aaaab1f0000-2aaaab1f1000 rwxp 2aaaab1f0000 00:00 0 2aaaab1f1000-2aaaab33e000 r-xp 00000000 08:01 49219 /lib64/libc-2.7.so 2aaaab33e000-2aaaab53e000 ---p 0014d000 08:01 49219 /lib64/libc-2.7.so 2aaaab53e000-2aaaab542000 r-xp 0014d000 08:01 49219 /lib64/libc-2.7.so 2aaaab542000-2aaaab543000 rwxp 00151000 08:01 49219 /lib64/libc-2.7.so 2aaaab543000-2aaaab549000 rwxp 2aaaab543000 00:00 0 2aaaab549000-2aaaabca7000 r-xp 00000000 08:01 315371 /usr/java/jdk1.6.0_14/jre/lib/amd64/server/libjvm.so 2aaaabca7000-2aaaabda6000 ---p 0075e000 08:01 315371 /usr/java/jdk1.6.0_14/jre/lib/amd64/server/libjvm.so 2aaaabda6000-2aaaabf1e000 rwxp 0075d000 08:01 315371 /usr/java/jdk1.6.0_14/jre/lib/amd64/server/libjvm.so 2aaaabf1e000-2aaaabf5c000 rwxp 2aaaabf1e000 00:00 0 2aaaabf67000-2aaaabfe9000 r-xp 00000000 08:01 49263 /lib64/libm-2.7.so 2aaaabfe9000-2aaaac1e8000 ---p 00082000 08:01 49263 /lib64/libm-2.7.so 2aaaac1e8000-2aaaac1e9000 r-xp 00081000 08:01 49263 /lib64/libm-2.7.so 2aaaac1e9000-2aaaac1ea000 rwxp 00082000 08:01 49263 /lib64/libm-2.7.so 2aaaac1ea000-2aaaac1f2000 r-xp 00000000 08:01 49283 /lib64/librt-2.7.so 2aaaac1f2000-2aaaac3f1000 ---p 00008000 08:01 49283 /lib64/librt-2.7.so 2aaaac3f1000-2aaaac3f2000 r-xp 00007000 08:01 49283 /lib64/librt-2.7.so 2aaaac3f2000-2aaaac3f3000 rwxp 00008000 08:01 49283 /lib64/librt-2.7.so 2aaaac3f3000-2aaaac41c000 r-xp 00000000 08:01 315336 /usr/java/jdk1.6.0_14/jre/lib/amd64/libjava.so 2aaaac41c000-2aaaac51b000 ---p 00029000 08:01 315336 /usr/java/jdk1.6.0_14/jre/lib/amd64/libjava.so 2aaaac51b000-2aaaac522000 rwxp 00028000 08:01 315336 /usr/java/jdk1.6.0_14/jre/lib/amd64/libjava.so 2aaaac522000-2aaaac523000 ---p 2aaaac522000 00:00 0 2aaaac523000-2aaaac524000 rwxp 2aaaac523000 00:00 0 2aaaac52d000-2aaaac542000 r-xp 00000000 08:01 49265 /lib64/libnsl-2.7.so 2aaaac542000-2aaaac741000 ---p 00015000 08:01 49265 /lib64/libnsl-2.7.so 2aaaac741000-2aaaac742000 r-xp 00014000 08:01 49265 /lib64/libnsl-2.7.so 2aaaac742000-2aaaac743000 rwxp 00015000 08:01 49265 /lib64/libnsl-2.7.so 2aaaac743000-2aaaac745000 rwxp 2aaaac743000 00:00 0 2aaaac745000-2aaaac74c000 r-xp 00000000 08:01 315362 /usr/java/jdk1.6.0_14/jre/lib/amd64/native_threads/libhpi.so 2aaaac74c000-2aaaac84d000 ---p 00007000 08:01 315362 /usr/java/jdk1.6.0_14/jre/lib/amd64/native_threads/libhpi.so 2aaaac84d000-2aaaac84f000 rwxp 00008000 08:01 315362 /usr/java/jdk1.6.0_14/jre/lib/amd64/native_threads/libhpi.so 2aaaac84f000-2aaaac850000 rwxp 2aaaac84f000 00:00 0 2aaaac850000-2aaaac858000 rwxs 00000000 08:01 229379 /tmp/hsperfdata_jatten/32116 2aaaac85b000-2aaaac865000 r-xp 00000000 08:01 49269 /lib64/libnss_files-2.7.so 2aaaac865000-2aaaaca64000 ---p 0000a000 08:01 49269 /lib64/libnss_files-2.7.so 2aaaaca64000-2aaaaca65000 r-xp 00009000 08:01 49269 /lib64/libnss_files-2.7.so 2aaaaca65000-2aaaaca66000 rwxp 0000a000 08:01 49269 /lib64/libnss_files-2.7.so 2aaaaca66000-2aaaaca74000 r-xp 00000000 08:01 315358 /usr/java/jdk1.6.0_14/jre/lib/amd64/libzip.so 2aaaaca74000-2aaaacb76000 ---p 0000e000 08:01 315358 /usr/java/jdk1.6.0_14/jre/lib/amd64/libzip.so 2aaaacb76000-2aaaacb79000 rwxp 00010000 08:01 315358 /usr/java/jdk1.6.0_14/jre/lib/amd64/libzip.so 2aaaacb79000-2aaaacdea000 rwxp 2aaaacb79000 00:00 0 2aaaacdea000-2aaaafb7a000 rwxp 2aaaacdea000 00:00 0 2aaaafb7a000-2aaaafb84000 rwxp 2aaaafb7a000 00:00 0 2aaaafb84000-2aaaafc3a000 rwxp 2aaaafb84000 00:00 0 2aaaafc40000-2aaab1100000 rwxp 2aaaafc40000 00:00 0 2aaab1100000-2aaab5040000 rwxp 2aaab1100000 00:00 0 2aaab5040000-2aabc3040000 rwxp 2aaab5040000 00:00 0 2aac025a0000-2aaca8340000 rwxp 2aac025a0000 00:00 0 2aaca8340000-2aaca9040000 rwxp 2aaca8340000 00:00 0 2aaca9040000-2aaca904b000 rwxp 2aaca9040000 00:00 0 2aaca904b000-2aaca906a000 rwxp 2aaca904b000 00:00 0 2aaca906a000-2aaca98da000 rwxp 2aaca906a000 00:00 0 2aaca98da000-2aaca9ad4000 rwxp 2aaca98da000 00:00 0 2aaca9ad4000-2aacaa004000 rwxp 2aaca9ad4000 00:00 0 2aacaa004000-2aacaa00a000 rwxp 2aacaa004000 00:00 0 2aacaa00a000-2aacaa87b000 rwxp 2aacaa00a000 00:00 0 2aacaa87b000-2aacaaa76000 rwxp 2aacaa87b000 00:00 0 2aacaaa76000-2aacaaa81000 rwxp 2aacaaa76000 00:00 0 2aacaaa81000-2aacaaaa0000 rwxp 2aacaaa81000 00:00 0 2aacaaaa0000-2aacaaba0000 rwxp 2aacaaaa0000 00:00 0 2aacaaba0000-2aacaad36000 r-xs 02fb1000 08:01 315318 /usr/java/jdk1.6.0_14/jre/lib/rt.jar 2aacaad36000-2aacaaf36000 rwxp 2aacaad36000 00:00 0 2aacaaf36000-2aacaaf49000 r-xp 00000000 08:01 315349 /usr/java/jdk1.6.0_14/jre/lib/amd64/libnet.so 2aacaaf49000-2aacab04a000 ---p 00013000 08:01 315349 /usr/java/jdk1.6.0_14/jre/lib/amd64/libnet.so 2aacab04a000-2aacab04d000 rwxp 00014000 08:01 315349 /usr/java/jdk1.6.0_14/jre/lib/amd64/libnet.so 2aacab058000-2aacab05c000 r-xp 00000000 08:01 49268 /lib64/libnss_dns-2.7.so 2aacab05c000-2aacab25b000 ---p 00004000 08:01 49268 /lib64/libnss_dns-2.7.so 2aacab25b000-2aacab25c000 r-xp 00003000 08:01 49268 /lib64/libnss_dns-2.7.so 2aacab25c000-2aacab25d000 rwxp 00004000 08:01 49268 /lib64/libnss_dns-2.7.so 2aacab25d000-2aacab26e000 r-xp 00000000 08:01 49282 /lib64/libresolv-2.7.so 2aacab26e000-2aacab46e000 ---p 00011000 08:01 49282 /lib64/libresolv-2.7.so 2aacab46e000-2aacab46f000 r-xp 00011000 08:01 49282 /lib64/libresolv-2.7.so 2aacab46f000-2aacab470000 rwxp 00012000 08:01 49282 /lib64/libresolv-2.7.so 2aacab470000-2aacab572000 rwxp 2aacab470000 00:00 0 2aacab572000-2aacab57e000 r-xs 00081000 08:10 29851828 /mnt/home/jatten/workspace/common/lib/google-collect-1.0.jar 2aacab57e000-2aacab585000 r-xs 000aa000 08:10 29851946 /mnt/home/jatten/workspace/common/lib/mysql-connector-java-5.1.8-bin.jar 2aacab585000-2aacab58d000 r-xs 00028000 08:10 29851949 /mnt/home/jatten/workspace/common/lib/xml-apis.jar 2aacab58d000-2aacab591000 r-xs 0002f000 08:10 29851947 /mnt/home/jatten/workspace/common/lib/commons-beanutils-core-1.8.2.jar 2aacab591000-2aacab59e000 r-xs 0007f000 08:10 29851943 /mnt/home/jatten/workspace/common/lib/commons-collections-3.2.jar 2aacab59e000-2aacab5a3000 r-xs 00026000 08:10 29851942 /mnt/home/jatten/workspace/common/lib/httpcore-4.0.jar 2aacab5a3000-2aacab5a9000 r-xs 00030000 08:10 29851932 /mnt/home/jatten/workspace/common/lib/junit-dep-4.8.1.jar 2aacab5a9000-2aacab5ac000 r-xs 00011000 08:10 29851922 /mnt/home/jatten/workspace/common/lib/servlet.jar 2aacab5ac000-2aacab5ae000 r-xs 00009000 08:10 29851937 /mnt/home/jatten/workspace/common/lib/gsb.jar 2aacab5ae000-2aacab5b5000 r-xs 00059000 08:10 29851930 /mnt/home/jatten/workspace/common/lib/log4j-1.2.15.jar 2aacab5b5000-2aacab6b5000 rwxp 2aacab5b5000 00:00 0 2aacab6b5000-2aacab6b7000 r-xs 00009000 08:10 29851956 /mnt/home/jatten/workspace/common/lib/gsb-src.jar 2aacab6b7000-2aacab7b7000 rwxp 2aacab6b7000 00:00 0 2aacab7b7000-2aacab7cf000 r-xs 00115000 08:10 29851938 /mnt/home/jatten/workspace/common/lib/xercesImpl.jar 2aacab7cf000-2aacab7d1000 r-xs 00009000 08:10 29851957 /mnt/home/jatten/workspace/common/lib/velocity-tools-view-1.0.jar 2aacab7d1000-2aacab7d3000 r-xs 00009000 08:10 29851939 /mnt/home/jatten/workspace/common/lib/commons-cli-1.2.jar 2aacab7d3000-2aacab7d9000 r-xs 00034000 08:10 29851955 /mnt/home/jatten/workspace/common/lib/junit-4.8.1.jar 2aacab7d9000-2aacab7db000 r-xs 0000e000 08:10 29851917 /mnt/home/jatten/workspace/common/lib/jakarta-oro-2.0.8.jar 2aacab7db000-2aacab858000 r-xs 0031d000 08:10 29851916 /mnt/home/jatten/workspace/common/lib/poi-ooxml-schemas-3.6-20091214.jar 2aacab858000-2aacab85c000 r-xs 00028000 08:10 29851936 /mnt/home/jatten/workspace/common/lib/httpcore-nio-4.0.jar 2aacab85c000-2aacab85e000 r-xs 00005000 08:10 29851940 /mnt/home/jatten/workspace/common/lib/commons-beanutils-bean-collections-1.8.2.jar 2aacab85e000-2aacab864000 r-xs 00059000 08:10 29851919 /mnt/home/jatten/workspace/common/lib/mail-1.4.jar 2aacab864000-2aacab866000 r-xs 0000d000 08:10 29851950 /mnt/home/jatten/workspace/common/lib/commons-logging-1.1.1.jar 2aacab866000-2aacab86c000 r-xs 00045000 08:10 29851924 /mnt/home/jatten/workspace/common/lib/commons-httpclient-3.1.jar 2aacab86c000-2aacab877000 r-xs 00074000 08:10 29851931 /mnt/home/jatten/workspace/common/lib/velocity-dep-1.4.jar 2aacab877000-2aacab87f000 r-xs 00051000 08:10 29851954 /mnt/home/jatten/workspace/common/lib/velocity-1.4.jar 2aacab87f000-2aacab884000 r-xs 00034000 08:10 29851958 /mnt/home/jatten/workspace/common/lib/commons-beanutils-1.8.2.jar 2aacab884000-2aacab889000 r-xs 00048000 08:10 29851918 /mnt/home/jatten/workspace/common/lib/dom4j-1.6.1.jar 2aacab889000-2aacab8c6000 r-xs 0024f000 08:10 29851914 /mnt/home/jatten/workspace/common/lib/xmlbeans-2.3.0.jar 2aacab8c6000-2aacab8cb000 r-xs 00033000 08:10 29851929 /mnt/home/jatten/workspace/common/lib/xmemcached-1.2.3.jar 2aacab8cb000-2aacab8cd000 r-xs 00005000 08:10 29851928 /mnt/home/jatten/workspace/common/lib/org.hamcrest.core_1.1.0.v20090501071000.jar 2aacab8cd000-2aacab8d0000 r-xs 0000a000 08:10 29851944 /mnt/home/jatten/workspace/common/lib/persistence-api-1.0.jar 2aacab8d0000-2aacab8d6000 r-xs 0005f000 08:10 29851926 /mnt/home/jatten/workspace/common/lib/poi-ooxml-3.6-20091214.jar 2aacab8d6000-2aacab8d7000 r-xs 0002b000 08:10 29851951 /mnt/home/jatten/workspace/common/lib/maxmind.jar 2aacab8d7000-2aacab8d8000 r-xs 00002000 08:10 29851935 /mnt/home/jatten/workspace/common/lib/jackson-jaxrs-1.2.0.jar 2aacab8d8000-2aacab8d9000 r-xs 00002000 08:10 29851913 /mnt/home/jatten/workspace/common/lib/slf4j-log4j12-1.5.6.jar 2aacab8d9000-2aacab8dd000 r-xs 00025000 08:10 29851945 /mnt/home/jatten/workspace/common/lib/yanf4j-1.1.1.jar 2aacab8dd000-2aacab8df000 r-xs 00003000 08:10 29851952 /mnt/home/jatten/workspace/common/lib/clickstream-1.0.2.jar 2aacab8df000-2aacab8e1000 r-xs 00004000 08:10 29851953 /mnt/home/jatten/workspace/common/lib/slf4j-api-1.5.6.jar 2aacab8e1000-2aacab8e9000 r-xs 0004d000 08:10 29851920 /mnt/home/jatten/workspace/common/lib/jackson-mapper-asl-1.2.0.jar 2aacab8e9000-2aacab8ed000 r-xs 0001f000 08:10 29851925 /mnt/home/jatten/workspace/common/lib/jackson-core-asl-1.2.0.jar 2aacab8ed000-2aacab8f1000 r-xs 0001b000 08:10 29851912 /mnt/home/jatten/workspace/common/lib/oscache-2.3.jar 2aacab8f1000-2aacab90c000 r-xs 0015d000 08:10 29851927 /mnt/home/jatten/workspace/common/lib/poi-3.6-20091214.jar 2aacab90c000-2aacab911000 r-xs 00040000 08:10 29851831 /mnt/home/jatten/workspace/common/lib/commons-lang-2.5.jar 2aacab911000-2aacab914000 r-xs 00012000 08:10 29851923 /mnt/home/jatten/workspace/common/lib/jgooglesafebrowser-0.1a.2.jar 2aacab914000-2aacab918000 r-xs 00023000 08:10 29851933 /mnt/home/jatten/workspace/common/lib/gson-1.3.jar 2aacab918000-2aacabb18000 rwxp 2aacab918000 00:00 0 2aacabb82000-2aacabd82000 rwxp 2aacabb82000 00:00 0 2aacabe05000-2aacaf204000 rwxp 2aacabe05000 00:00 0 7fffaa12a000-7fffaa141000 rwxp 7fffaa12a000 00:00 0 [stack] ffffffffff600000-ffffffffff601000 r-xp 00000000 00:00 0 [vdso] VM Arguments: jvm_args: -Xmx8000M java_command: com.scorers.ModelImplementingPageScorer -t data/data/golds/adult.all.json -b 18 -s data/models/pagetext.binary. adult.april6.all.model -m com.models.MultiClassUpdateableModel -p 30 --goldsilver -v --cat adult --fakeinput -e /mnt/tmp/xyz.15647.pageo bjects.txt -o Launcher Type: SUN_STANDARD Environment Variables: JAVA_HOME=/usr/java/jdk1.6.0_14 PATH=/usr/kerberos/bin:/usr/local/bin:/bin:/usr/bin:/home/jatten/bin LD_LIBRARY_PATH=/usr/java/jdk1.6.0_14/jre/lib/amd64/server:/usr/java/jdk1.6.0_14/jre/lib/amd64:/usr/java/jdk1.6.0_14/jre/../lib/amd64 SHELL=/bin/bash Signal Handlers: SIGSEGV: [libjvm.so+0x6bd980], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGBUS: [libjvm.so+0x6bd980], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGFPE: [libjvm.so+0x594cc0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGPIPE: [libjvm.so+0x594cc0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGXFSZ: [libjvm.so+0x594cc0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGILL: [libjvm.so+0x594cc0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGUSR1: SIG_DFL, sa_mask[0]=0x00000000, sa_flags=0x00000000 SIGUSR2: [libjvm.so+0x597480], sa_mask[0]=0x00000000, sa_flags=0x10000004 SIGHUP: [libjvm.so+0x5971d0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGINT: [libjvm.so+0x5971d0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGTERM: [libjvm.so+0x5971d0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 SIGQUIT: [libjvm.so+0x5971d0], sa_mask[0]=0x7ffbfeff, sa_flags=0x10000004 --------------- S Y S T E M --------------- OS:Fedora release 8 (Werewolf) uname:Linux 2.6.21.7-2.fc8xen #1 SMP Fri Feb 15 12:34:28 EST 2008 x86_64 libc:glibc 2.7 NPTL 2.7 rlimit: STACK 10240k, CORE 0k, NPROC 61504, NOFILE 1024, AS infinity load average:2.83 2.73 2.78 CPU:total 2 (4 cores per cpu, 1 threads per core) family 6 model 23 stepping 10, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1 Memory: 4k page, physical 7872040k(14540k free), swap 0k(0k free) vm_info: Java HotSpot(TM) 64-Bit Server VM (14.0-b16) for linux-amd64 JRE (1.6.0_14-b08), built on May 21 2009 01:11:11 by "java_re" with gcc 3.2.2 (SuSE Lin ux) [error occurred during error reporting (printing date and time), id 0xb]

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Horizontal "tab"ish scroll between views

    - by Steve Pomeroy
    I'm interested in creating a horizontal scroll view that "snaps" to the viewed item, so only one item is ever shown at a time. The user can touch-drag left/right and will see previous/next views, switching to it if there's enough velocity. This interaction is exactly like what the new weather/news widget that comes with the Nexus One does for navigating between its "tabs". Are there any existing view widgets that do this? Update: found a copy of the news/weather widget (GenieWidget) and they seem to have implemented their own widget to accomplish this which they call com.google.android.apps.genie.geniewidget.ui.FlingableLinearLayout which is part of their own custom com.google.android.apps.genie.geniewidget.ui.TabView. As that source isn't available, that's not looking too hopeful a direction.

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  • Dragging a Sprite (Cocos2D) while Chipmunk is simulating

    - by itai alter
    Hello all! I have a simple project built with Cocos2D and Chipmunk. So far it's just a Ball (body, shape & sprite) bouncing on the Ground (a static line segment at the bottom of the screen). I implemented the ccTouchesBegan/Moved/Ended methods to drag the ball around. I've tried both: cpBodySlew(ballBody, touchPoint, 1.0/60.0f); and ballBody->p = cgPointMake(touchPoint.x,touchPoint.y); and while the Ball does follow my dragging, it's still being affected by gravity and it tries to go down (which causes velocity problems and others). Does anyone know of the preferred way to Drag an active Body while the physics simulation is going on? Do I need somehow to stop the simulation and turn it back on afterwards? Thanks!

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  • Can you recommend a .net template engine?

    - by serg10
    I am looking for a .net templating engine - something simple, lightweight, stable with not too many dependencies. All I need it for at the moment is creating templated plain text and html emails. Can anyone give me a good recommendation? If it helps at all - something like Java's Freemarker or Velocity libraries. [UPDATE] Thanks for the answers so far - much appreciated. I am really intested in recommendations or war stories from when you have used these libraries. Seems to be the best way to make a decision without trying each in turn.

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  • Finding distance travelled by robot using Optical Flow

    - by user280454
    Hi, I'm working on a project right now in which we are developing an autonomous robot. I have to basically find out the distance travelled by the robot between any 2 intervals. I'm using OpenCV, and using the Optical Flow functions of OpenCV, I'm able to find out the velocity/distance of each pixel in 2 different images. Using this information, I want to be able to find out the distance travelled by the robot in the interval between those 2 images. I thought of a way in which we could develop an input output mapping between the distance travelled by pixels and the distance travelled by the bot (using some tests). In this way, using neural networks, we would be able to find the relationship. However, the optical flow would depend on the distance of the camera from the pixel, which would cause problems. Is there any way to solve this problem?

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  • Mass Ball-to-Ball Collision Handling (as in, lots of balls)

    - by BlueThen
    Update: Found out that I was using the radius as the diameter, which was why the mtd was overcompensating. Hi, StackOverflow. I've written a Processing program awhile back simulating ball physics. Basically, I have a large number of balls (1000), with gravity turned on. Detection works great, but my issue is that they start acting weird when they're bouncing against other balls in all directions. I'm pretty confident this involves the handling. For the most part, I'm using Jay Conrod's code. One part that's different is if (distance > 1.0) return; which I've changed to if (distance < 1.0) return; because the collision wasn't even being performed with the first bit of code, I'm guessing that's a typo. The balls overlap when I use his code, which isn't what I was looking for. My attempt to fix it was to move the balls to the edge of each other: float angle = atan2(y - collider.y, x - collider.x); float distance = dist(x,y, balls[ID2].x,balls[ID2].y); x = collider.x + radius * cos(angle); y = collider.y + radius * sin(angle); This isn't correct, I'm pretty sure of that. I tried the correction algorithm in the previous ball-to-ball topic: // get the mtd Vector2d delta = (position.subtract(ball.position)); float d = delta.getLength(); // minimum translation distance to push balls apart after intersecting Vector2d mtd = delta.multiply(((getRadius() + ball.getRadius())-d)/d); // resolve intersection -- // inverse mass quantities float im1 = 1 / getMass(); float im2 = 1 / ball.getMass(); // push-pull them apart based off their mass position = position.add(mtd.multiply(im1 / (im1 + im2))); ball.position = ball.position.subtract(mtd.multiply(im2 / (im1 + im2))); except my version doesn't use vectors, and every ball's weight is 1. The resulting code I get is this: PVector delta = new PVector(collider.x - x, collider.y - y); float d = delta.mag(); PVector mtd = new PVector(delta.x * ((radius + collider.radius - d) / d), delta.y * ((radius + collider.radius - d) / d)); // push-pull apart based on mass x -= mtd.x * 0.5; y -= mtd.y * 0.5; collider.x += mtd.x * 0.5; collider.y += mtd.y * 0.5; This code seems to over-correct collisions. Which doesn't make sense to me because in no other way do I modify the x and y values of each ball, other than this. Some other part of my code could be wrong, but I don't know. Here's the snippet of the entire ball-to-ball collision handling I'm using: if (alreadyCollided.contains(new Integer(ID2))) // if the ball has already collided with this, then we don't need to reperform the collision algorithm return; Ball collider = (Ball) objects.get(ID2); PVector collision = new PVector(x - collider.x, y - collider.y); float distance = collision.mag(); if (distance == 0) { collision = new PVector(1,0); distance = 1; } if (distance < 1) return; PVector velocity = new PVector(vx,vy); PVector velocity2 = new PVector(collider.vx, collider.vy); collision.div(distance); // normalize the distance float aci = velocity.dot(collision); float bci = velocity2.dot(collision); float acf = bci; float bcf = aci; vx += (acf - aci) * collision.x; vy += (acf - aci) * collision.y; collider.vx += (bcf - bci) * collision.x; collider.vy += (bcf - bci) * collision.y; alreadyCollided.add(new Integer(ID2)); collider.alreadyCollided.add(new Integer(ID)); PVector delta = new PVector(collider.x - x, collider.y - y); float d = delta.mag(); PVector mtd = new PVector(delta.x * ((radius + collider.radius - d) / d), delta.y * ((radius + collider.radius - d) / d)); // push-pull apart based on mass x -= mtd.x * 0.2; y -= mtd.y * 0.2; collider.x += mtd.x * 0.2; collider.y += mtd.y * 0.2; Thanks. (Apologies for lack of sources, stackoverflow thinks I'm a spammer)

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  • iPhone Pong Advanced Deflection Angle

    - by CherryBun
    Hi, I am currently developing a simple Pong game for the iPhone. Currently using CGRectIntersectsRect for the collision detection and as for the deflection of the ball when it hits the paddle, I just multiply the ball velocity with -1 (therefore reversing the direction of the ball). What I am trying to do is to make it so that when the ball hits the paddle, it checks whether how far is the ball from the center of the paddle, and increases the deflection angle the further the ball is away from the center of the paddle. (E.g. In this case, the ball will be deflected back at 90 degrees no matter where it came from, as long as it hits the center of the paddle) How am I suppose to do that? Any help would be greatly appreciated. Thank you.

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  • Software Metrics in Agile Methodologies

    - by geowa4
    Agile methodologies are rather prevalent these days, but I cannot seem to find much documentation on what metrics are most useful and why. I have found many more things saying that some traditional metrics like LOC and code coverage of tests are not appropriate, leaving two main questions: Why are those two (and other) metrics inappropriate? What metrics are best for Agile and why? Even with an Agile process, wouldn't you want to know how much code coverage you have with your unit tests? Or is it simply that this metric (and others) just are not as useful as other metrics like cyclomatic complexity and velocity?

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  • Fastest Java web templating language

    - by CaptainAwesomePants
    I'm about to start in on a new Spring MVC project, and I'm examining the various options for the view. I've never been a fan of JSP, and I've run into JSP-related performance problems in the past, so I was looking through the other options. I'm hoping that somewhere somebody's taken a census of the various options (maybe it'll have to be me) and pronounced which ones are quick, or at least which options there are. Here are the choices I've thought of, ordered from obvious to bizarre: JSP, JSTL Velocity FreeMarker GSP (Groovy JSP) ERB powered by IronRuby or some such craziness Tea Any suggestions, personal preferences, or other good options for the list?

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  • How I do I make controls/elements move with inertia?

    - by Kris Erickson
    Modern UI's are starting to give their UI elments nice inertia when moving. Tabs slide in, page transitions, even some listboxes and scroll elments have nice inertia to them (the iphone for example). What is the best algorythm for this? It is more than just gravity as they speed up, and then slow down as they fall into place. I have tried various formulae's for speeding up to a maximum (terminal) velocity and then slowing down but nothing I have tried "feels" right. It always feels a little bit off. Is there a standard for this, or is it just a matter of playing with various numbers until it looks/feels right?

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  • Converting a jQuery plugin to work on all objects, not just the DOM

    - by Jon Winstanley
    I am using the jQuery physics plugin for a pet project I am working on. The plugin enables the moving of DOM objects in realistic ways using velocity, gravity, wind etc. However I want to use the plugin to calculate where objects are to be placed inside a canvas element, not DOM object. How do I change the plugin script to work for ANY object with 'top' and 'left' properties rather than only working with DOM objects found with a jQuery selector? Currently the script functions look like this: jQuery.fn.funname = function() { return this; };

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  • web2py server-side comments

    - by MikeWyatt
    In a web2py view, how do I comment out server-side code? In ASP.NET, I can surround any HTML or code tags with <%-- and --% and that block will not be compiled or sent to the client. Velocity does the same thing with #* and *#. Is there an equivalent in web2py? ASP.NET <div> <p><%=foo.bar%></p> <%-- don't print twice! <p><%=foo.bar%></p> --%> </div> web2py <div> <p><%=foo.bar%></p> ??? don't print twice! <p><%=foo.bar%></p> ??? </div>

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  • How to get orientation of android from gyrsocope sensor events ?

    - by Pritam
    I am using android 2.3 on Nexus S and want to get orientation from gyroscope sensor events. As gyro gives angular velocity how to use this for getting device orientation ? Also is there any way we can get pure linear accelerations on phone's axis, without gravity vector. I expected this from Linear acceleration sensor event but just found a post and referred android source as well for Sensor which currently uses only accelerometer. So what's the best way to combine the readings from both hardware to get pure accelerations without gravity inclusions ? Thanks.

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  • Making a jQuery plugin work on all objects

    - by Jon Winstanley
    I am using the jQuery physics plugin for a pet project I am working on. The plugin enables the moving of DOM objects in realistic ways using velocity, gravity, wind etc. However I want to use the plugin to calculate where objects are to be placed inside a canvas element, not DOM objects. How do I change the plugin script functions to work on any object with 'top' and 'left' properties rather than only working with DOM objects: Currently the script functions look like this: jQuery.fn.funname = function() { return this; };

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  • what is the wrong in this code(openAl in vc++)

    - by maiajam
    hi how are you all? i need your help i have this code #include <conio.h> #include <stdlib.h> #include <stdio.h> #include <al.h> #include <alc.h> #include <alut.h> #pragma comment(lib, "openal32.lib") #pragma comment(lib, "alut.lib") /* * These are OpenAL "names" (or "objects"). They store and id of a buffer * or a source object. Generally you would expect to see the implementation * use values that scale up from '1', but don't count on it. The spec does * not make this mandatory (as it is OpenGL). The id's can easily be memory * pointers as well. It will depend on the implementation. */ // Buffers to hold sound data. ALuint Buffer; // Sources are points of emitting sound. ALuint Source; /* * These are 3D cartesian vector coordinates. A structure or class would be * a more flexible of handling these, but for the sake of simplicity we will * just leave it as is. */ // Position of the source sound. ALfloat SourcePos[] = { 0.0, 0.0, 0.0 }; // Velocity of the source sound. ALfloat SourceVel[] = { 0.0, 0.0, 0.0 }; // Position of the Listener. ALfloat ListenerPos[] = { 0.0, 0.0, 0.0 }; // Velocity of the Listener. ALfloat ListenerVel[] = { 0.0, 0.0, 0.0 }; // Orientation of the Listener. (first 3 elements are "at", second 3 are "up") // Also note that these should be units of '1'. ALfloat ListenerOri[] = { 0.0, 0.0, -1.0, 0.0, 1.0, 0.0 }; /* * ALboolean LoadALData() * * This function will load our sample data from the disk using the Alut * utility and send the data into OpenAL as a buffer. A source is then * also created to play that buffer. */ ALboolean LoadALData() { // Variables to load into. ALenum format; ALsizei size; ALvoid* data; ALsizei freq; ALboolean loop; // Load wav data into a buffer. alGenBuffers(1, &Buffer); if(alGetError() != AL_NO_ERROR) return AL_FALSE; alutLoadWAVFile((ALbyte *)"C:\Users\Toshiba\Desktop\Graduation Project\OpenAL\open AL test\wavdata\FancyPants.wav", &format, &data, &size, &freq, &loop); alBufferData(Buffer, format, data, size, freq); alutUnloadWAV(format, data, size, freq); // Bind the buffer with the source. alGenSources(1, &Source); if(alGetError() != AL_NO_ERROR) return AL_FALSE; alSourcei (Source, AL_BUFFER, Buffer ); alSourcef (Source, AL_PITCH, 1.0 ); alSourcef (Source, AL_GAIN, 1.0 ); alSourcefv(Source, AL_POSITION, SourcePos); alSourcefv(Source, AL_VELOCITY, SourceVel); alSourcei (Source, AL_LOOPING, loop ); // Do another error check and return. if(alGetError() == AL_NO_ERROR) return AL_TRUE; return AL_FALSE; } /* * void SetListenerValues() * * We already defined certain values for the Listener, but we need * to tell OpenAL to use that data. This function does just that. */ void SetListenerValues() { alListenerfv(AL_POSITION, ListenerPos); alListenerfv(AL_VELOCITY, ListenerVel); alListenerfv(AL_ORIENTATION, ListenerOri); } /* * void KillALData() * * We have allocated memory for our buffers and sources which needs * to be returned to the system. This function frees that memory. */ void KillALData() { alDeleteBuffers(1, &Buffer); alDeleteSources(1, &Source); alutExit(); } int main(int argc, char *argv[]) { printf("MindCode's OpenAL Lesson 1: Single Static Source\n\n"); printf("Controls:\n"); printf("p) Play\n"); printf("s) Stop\n"); printf("h) Hold (pause)\n"); printf("q) Quit\n\n"); // Initialize OpenAL and clear the error bit. alutInit(NULL, 0); alGetError(); // Load the wav data. if(LoadALData() == AL_FALSE) { printf("Error loading data."); return 0; } SetListenerValues(); // Setup an exit procedure. atexit(KillALData); // Loop. ALubyte c = ' '; while(c != 'q') { c = getche(); switch(c) { // Pressing 'p' will begin playing the sample. case 'p': alSourcePlay(Source); break; // Pressing 's' will stop the sample from playing. case 's': alSourceStop(Source); break; // Pressing 'h' will pause the sample. case 'h': alSourcePause(Source); break; }; } return 0; } and it is run willbut i cant here any thing also i am new in programong and wont to program a virtual reality sound in my graduation project and start to learn opeal and vc++ but i dont how to start and from where i must begin and i want to ask if i need to learn about API win ?? and if i need how i can learn that thank you alote and i am sorry coz of my english

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  • Essential Dojo

    - by Carl Manaster
    I'm starting to use Dojo; this is (essentially) my introduction to AJAX. We have a Java backend (torque / turbine / velocity) and are using the jabsorb JSON-RPC library to bridge Java and Javascript. What do I need to know? What is the big picture of Dojo and JSON, and what are the nasty little details that will catch me up? What did you spend a couple of days tracking down, when you started with Dojo, that you now take for granted? Thanks for any and all tips.

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  • Additional information with widgets in django

    - by fromclouds
    I am displaying a django widget, with which I need to display additional information (something like a tool tip) that is attendant to the widget. I essentially have a widget that asks a random question, which is self contained. {{ form.fieldname }} displays the full widget which looks something like (à la the widget's render method): <label for="id_answer">Question:</label> <input type="hidden" name="question_id" value="n" /> <span class="prompt">What is the air-speed velocity of an unladen swallow?</span> <input type="text" name="answer" /> What I'm essentially asking is, is there a way to break out the prompt, so that I can lay the widget out piecemeal? I would like to lay it out not with a call to {{ form.fieldname }} as above, but like: {{ form.fieldname.label }} {{ form.fieldname.prompt }} {{ form.fieldname }} Does anyone know how to do this?

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  • Blob ID matching over multiple frames in C++ (image analysis)

    - by pollux
    Dear reader, I'm working on a blob matching and tracking library in C++. Currently I'm using openCV to detect blobs and try to match blobs in a new frame by checking the position, velocity and size of the blob. This works quite okay and I'm receiving a high blob match rate (95% or higher). Sometimes blobs fall out of the image or new blobs appear. Now I need to give matched blobs the same ID as they had before. I'm wondering if there are typical or commonly used techniques for doing this. Or even some keywords I can use to google on. Thanks

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  • Overloading assignment operator in C#

    - by Carson Myers
    I know the = operator can't be overloaded, but there must be a way to do what I want here: I'm just creating classes to represent quantitative units, since I'm doing a bit of physics. Apparently I can't just inherit from a primitive, but I want my classes to behave exactly like primitives -- I just want them typed differently. So I'd be able to go, Velocity ms = 0; ms = 17.4; ms += 9.8; etc. I'm not sure how to do this. I figured I'd just write some classes like so: class Power { private Double Value { get; set; } //operator overloads for +, -, /, *, =, etc } But apparently I can't overload the assignment operator. Is there any way I can get this behavior?

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  • python: find and replace numbers < 1 in text file

    - by hjp
    I'm pretty new to Python programming and would appreciate some help to a problem I have... Basically I have multiple text files which contain velocity values as such: 0.259515E+03 0.235095E+03 0.208262E+03 0.230223E+03 0.267333E+03 0.217889E+03 0.156233E+03 0.144876E+03 0.136187E+03 0.137865E+00 etc for many lines... What I need to do is convert all the values in the text file that are less than 1 (e.g. 0.137865E+00 above) to an arbitrary value of 0.100000E+01. While it seems pretty simple to replace specific values with the 'replace()' method and a while loop, how do you do this if you want to replace a range? thanks

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  • Android/ iOS how to determine small changes in distance using sensors?

    - by Tom
    I have been doing a bit of research, but I cannot seem to find a way to determine small distances (centimeters and meters) using the sensors in Android or iOS devices. Bluetooth appears too inaccurate and require more than one device, GPS only works over larger variations in distance, and small variations in rotation seem to make using the accelerometer nearly impossible. Is there a method that I am unaware of that would allow me to do such a thing? I am familiar with Calculus, so using Integrals to determine distance based on changes in time and velocity/ acceleration is not a problem for me, I just do not know how to determine those things. Thank you.

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  • Game network physics collision

    - by Jonas Byström
    How to simulating two client-controlled vehicles colliding (sensibly) in a typical client/server setup for a network game? I did read this eminent blog post on how to do distributed network physics in general (without traditional client prediction), but this question is specifically on how to handle collisions of owned objects. Example Say client A is 20 ms ahead of server, client B 300 ms ahead of server (counting both latency and maximum jitter). This means that when the two vehicles collide, both clients will see the other as 320 ms behind - in the opposite direction of the velocity of the other vehicle. Head-to-head on a Swedish highway means a difference of 16 meters/17.5 yards! What not to try It is virtually impossible to extrapolate the positions, since I also have very complex vehicles with joints and bodies all over, which in turn have linear and angular positions, velocities and accelerations, not to mention states from user input.

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  • Stucture with array of pointers in C

    - by MVTCplusplus
    What's wrong with this? Can I have an array of pointers to SDL_Surfaces in a struct in C? typedef struct { int next_wheel; int pos_X; int pos_Y; int front_wheel_pos_X; int front_wheel_pos_Y; int velocity; int rear_wheel_pos_X; int rear_wheel_pos_Y; SDL_Surface* body; SDL_Surface* rear_wheel[9]; SDL_Surface* front_wheel[9]; } mars_rover; ... mars_rover* init_rover() { mars_rover* rover = (mars_rover*)malloc(sizeof(mars_rover) + sizeof(SDL_Surface) * 19); ... return rover; } int main() { mars_rover* rover = init_rover(); ... }

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  • Silverlight Cream for March 11, 2010 -- #812

    - by Dave Campbell
    In this Issue: Walter Ferrari, Viktor Larsson, Bill Reiss(-2-, -3-, -4-), Jonathan van de Veen, Walt Ritscher, Jobi Joy, Pete Brown, Mike Taulty, and Mark Miller. Shoutouts: Going to MIX10? John Papa announced Got Questions? Ask the Experts at MIX10 Pete Brown listed The Essential WPF/Silverlight/XNA Developer and Designer Toolbox From SilverlightCream.com: How to extend Bing Maps Silverlight with an elevation profile graph - Part 2 In this second and final tutorial, Walter Ferrari adds elevation to his previous BingMaps post. I'm glad someone else worked this out for me :) Navigating AWAY from your Silverlight page Viktor Larsson has a post up on how to navigate to something other than your Silverlight page like maybe a mailto ... SilverSprite: Not just for XNA games any more Bill Reiss has a new version of SilverSprite up on CodePlex and if you're planning on doing any game development, you should check this out for sure Space Rocks game step 1: The game loop Bill Reiss has a tutorial series on Game development that he's beginning ... looks like a good thing to jump in on and play along. This first one is all about the game loop. Space Rocks game step 2: Sprites (part 1) In Part 2, Bill Reiss begins a series on Sprites in game development and positioning it. Space Rocks game step 3: Sprites (part 2) Bill Reiss's Part 3 is a follow-on tutorial on Sprites and moving according to velocity... fun stuff :) Adventures while building a Silverlight Enterprise application part No. 32 Jonathan van de Veen is discussing debugging and the evil you can get yourself wrapped up in... his scenario is definitely one to remember. Streaming Silverlight media from a Dropbox.com account Read the comments and the agreements, but I think Walt Ritscher's idea of using DropBox to serve up Streaming media is pretty cool! UniformGrid for Silverlight Jobi Joy wanted a UniformGrid like he's familiar with in WPF. Not finding one in the SDK or Toolkit, he converted the WPF one to Silverlight .. all good for you and me :) How to Get Started in WPF or Silverlight: A Learning Path for New Developers Pete Brown has a nice post up describing resources, tutorials, blogs, and books for devs just getting into Silveright or WPF, and thanks for the shoutout, Pete! Silverlight 4, MEF and the DeploymentCatalog ( again :-) ) Mike Taulty is revisiting the DeploymentCatalog to wrap it up in a class like he did the PackageCatalog previously MVVM with Prism 101 – Part 6b: Wrapping IClientChannel Mark Miller is back with a Part 6b on MVVM with Prism, and is answering some questions from the previous post and states his case against the client service proxy. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    MIX10

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