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  • System displays "File system maintenance error, press ctrl+d" while booting

    - by user3215
    In my office I've Ubuntu 8.10 desktop installed and it's running for a long time. When ever the system is started, I'll get a file system maintenance error and something it's prompted for the root password or (press ctrl+d to continue). After pressing Ctrl+D the system normally boots up. I could not resolve this issue for a long time and I think something should be done in the fstab file. I'm not sure to do anything and expecting the experts here to help to perfectly fix this. Any help is appreciated. Thanks!

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  • Entity Type specific updates in entity component system

    - by Nathan
    I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision system has to test collision based on the position component and then set the state of those entities to exploding. But what if the "effect" (setting the state to exploding) is different for different entities? For example, a ship fades out while for an asteroid a particle system must be created. Since entities and components are only data, this must happen in some system. The collision system could do it, but then it must switch over the entity type, which in my opinion is a cumbersome and difficult to extend solution. So how do I trigger "entity type dependend" updates on an entity?

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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  • Corrupted File System on Dual HD/Dual Boot System

    - by Troy
    I have the following system set up: 2 drives, 1 TB each, one with Windows 7 and the other with what used to be Ubuntu 11.x After an update my system became corrupted and now the file system is apparently corrupt. The Ubuntu drive is /dev/sda2, the Windows 7 is /dev/sda1. I've tried fsck /dev/sda2 -t ext3 and that does nothing. I'm not sure what to do at this point. I don't even mind wiping the /dev/sda2 drive clean, so it will at least accept a completely new installation of Ubuntu. I just don't know how to do that. Please help. Thank you

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  • Implementing features in an Entity System

    - by Bane
    After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems understanding Entity Systems, and they might apply to a whole other range of objects, but I chose these three because they are very different concepts and should cover a pretty big ground, and help me understand Entity Systems and how to handle problems like these myself, as they come along. I am building an engine in Javascript, and I've implemented most of the core features, which include: input handling, flexible animation system, particle emitter, math classes and functions, scene handling, a camera and a render, and a whole bunch of other things that engines usually support. Then, I read Byte56's answer that got me interested into making the engine into an Entity System one. It would still remain an HTML5 game engine with the basic Scene philosophy, but it should support dynamic creation of entities from components. These are some of the definitions from the previous questions, updated: An Entity is an identifier. It doesn't have any data, it's not an object, it's a simple id that represents an index in the Scene's list of all entities (which I actually plan to implement as a component matrix). A Component is a data holder, but with methods that can operate on that data. The best example is a Vector2D, or a "Position" component. It has data: x and y, but also some methods that make operating on the data a bit easier: add(), normalize(), and so on. A System is something that can operate on a set of entities that meet the certain requirements, usually they (the entities) need to have a specified (by the system itself) set of components to be operated upon. The system is the "logic" part, the "algorithm" part, all the functionality supplied by components is purely for easier data management. The problem that I have now is fitting my old engine concept into this new programming paradigm. Lets start with the simplest one, a Camera. The camera has a position property (Vector2D), a rotation property and some methods for centering it around a point. Each frame, it is fed to a renderer, along with a scene, and all the objects are translated according to it's position. Then the scene is rendered. How could I represent this kind of an object in an Entity System? Would the camera be an entity or simply a component? A combination (see my answer)? Another issues that is bothering me is implementing a Particle Emitter. For what exactly I mean by that, you can check out my video of it: http://youtu.be/BObargIMQsE. The problem I have with this is, again, what should be what. I'm pretty sure that particles themselves shouldn't be entities, as I want to support 10k+ of them, and creating that much entities would be a heavy blow on my performance, I believe. Or maybe not? Depends on the implementation, but anyone with experience: please, do answer. The last bit I wan't to talk about, which is also bugging me the most, is how input should be handled. In my current version of the engine, there is a class called Input. It's a handler that subscribes to browser's events, such as keypresses, and mouse position changes, and also it maintains an internal state. Then, the player class has a react() method, which accepts an input object as an argument. The advantage of this is that the input object could be serialized into JSON and then shared over the network, allowing for smooth multiplayer simulations. But how does this translate into an Entity System?

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  • "cannot open file system. File system seems damaged "

    - by suresh kadiri
    I was using windows 7 till yesterday. I tried to install ubuntu 14. 04 Lts version yesterday with in windows 7. But it was not succeeded. Then I decided to install ubuntu only. By mistake I installed ubuntu in whole disk. After that to get deleted partitions I installed testdisk. I also used deeper search option. Now I'm getting "file system damaged". It shows The hard disk (320GB /298 GiB) seems to small! (<473 GB /441 GB) Check the Harddisk size: HD Jumpers setings, BIOS detection... The following partitions can't be recovered: Partition start end size in sectrors Linux 19077 177 45 57604 81 13 618930716 Linux 19080 192 57 57607 96 25 618930716 With ubcd also I used testdisk option. Same result comes."cannot open file system. File system seems damaged ". I have all my stuff in hard disk. Please help me to get recover my files in deleted partitions.

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  • Sending mail with Gmail Account using System.Net.Mail in ASP.NET

    - by Jalpesh P. Vadgama
    Any web application is in complete without mail functionality you should have to write send mail functionality. Like if there is shopping cart application for example then when a order created on the shopping cart you need to send an email to administrator of website for Order notification and for customer you need to send an email of receipt of order. So any web application is not complete without sending email. This post is also all about sending email. In post I will explain that how we can send emails from our Gmail Account without purchasing any smtp server etc. There are some limitations for sending email from Gmail Account. Please note following things. Gmail will have fixed number of quota for sending emails per day. So you can not send more then that emails for the day. Your from email address always will be your account email address which you are using for sending email. You can not send an email to unlimited numbers of people. Gmail ant spamming policy will restrict this. Gmail provide both Popup and SMTP settings both should be active in your account where you testing. You can enable that via clicking on setting link in gmail account and go to Forwarding and POP/Imap. So if you are using mail functionality for limited emails then Gmail is Best option. But if you are sending thousand of email daily then it will not be Good Idea. Here is the code for sending mail from Gmail Account. using System.Net.Mail; namespace Experiement { public partial class WebForm1 : System.Web.UI.Page { protected void Page_Load(object sender,System.EventArgs e) { MailMessage mailMessage = new MailMessage(new MailAddress("[email protected]") ,new MailAddress("[email protected]")); mailMessage.Subject = "Sending mail through gmail account"; mailMessage.IsBodyHtml = true; mailMessage.Body = "<B>Sending mail thorugh gmail from asp.net</B>"; System.Net.NetworkCredential networkCredentials = new System.Net.NetworkCredential("[email protected]", "yourpassword"); SmtpClient smtpClient = new SmtpClient(); smtpClient.EnableSsl = true; smtpClient.UseDefaultCredentials = false; smtpClient.Credentials = networkCredentials; smtpClient.Host = "smtp.gmail.com"; smtpClient.Port = 587; smtpClient.Send(mailMessage); Response.Write("Mail Successfully sent"); } } } That’s run this application and you will get like below in your account. Technorati Tags: Gmail,System.NET.Mail,ASP.NET

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  • cannot delete IPv6 default gateway

    - by NulledPointer
    The commands below should be pretty self-explanatory. Please note that the route for which i get failure is obtained by RA and has very less expiry ( e Flag in UDAe). @vm:~$ ip -6 route 2001:4860:4001:800::1002 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:800::1003 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:800::1005 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:803::100e via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 fd00:ffff:ffff:fff1::/64 dev eth1 proto kernel metric 256 expires 2592300sec fe80::/64 dev eth1 proto kernel metric 256 default via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1 default via fe80::20c:29ff:fe87:f9e7 dev eth1 proto kernel metric 1024 expires 1776sec @vm:~$ @vm:~$ @vm:~$ @vm:~$ sudo route -6 delete default gw fe80::20c:29ff:fe87:f9e7 @vm:~$ ip -6 route 2001:4860:4001:800::1002 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:800::1003 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:800::1005 via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 2001:4860:4001:803::100e via fe80::20c:29ff:fe87:f9e7 dev eth1 proto static metric 1024 fd00:ffff:ffff:fff1::/64 dev eth1 proto kernel metric 256 expires 2592279sec fe80::/64 dev eth1 proto kernel metric 256 default via fe80::20c:29ff:fe87:f9e7 dev eth1 proto kernel metric 1024 expires 1755sec @vm:~$ @vm:~$ @vm:~$ sudo route -6 delete ::/0 gw fe80::20c:29ff:fe87:f9e7 dev eth1 SIOCDELRT: No such process @vm:~$ @vm:~$ @vm:~$ route -n6 Kernel IPv6 routing table Destination Next Hop Flag Met Ref Use If 2001:4860:4001:800::1002/128 fe80::20c:29ff:fe87:f9e7 UG 1024 0 0 eth1 2001:4860:4001:800::1003/128 fe80::20c:29ff:fe87:f9e7 UG 1024 0 0 eth1 2001:4860:4001:800::1005/128 fe80::20c:29ff:fe87:f9e7 UG 1024 0 0 eth1 2001:4860:4001:803::100e/128 fe80::20c:29ff:fe87:f9e7 UG 1024 0 0 eth1 fd00:ffff:ffff:fff1::/64 :: UAe 256 0 0 eth1 fe80::/64 :: U 256 0 0 eth1 ::/0 fe80::20c:29ff:fe87:f9e7 UGDAe 1024 0 0 eth1 ::/0 :: !n -1 1 349 lo ::1/128 :: Un 0 1 3 lo fd00:ffff:ffff:fff1:a00:27ff:fe7f:7245/128 :: Un 0 1 0 lo fd00:ffff:ffff:fff1:fce8:ce07:b9ea:389f/128 :: Un 0 1 0 lo fe80::a00:27ff:fe7f:7245/128 :: Un 0 1 0 lo ff00::/8 :: U 256 0 0 eth1 ::/0 :: !n -1 1 349 lo @vm:~$ UPDATE: Another question is whats the use of link local address as the default route?

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  • Entity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How I see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What I've done : Currently, I've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Advanced System Monitor/Task Manager?

    - by instanceofTom
    When using kubuntu I noticed that the standard task manager/system monitor was a bit more capable than gnome-system-monitor, is there a more advanced system/task monitor for ubuntu that is based on gnome opposed to KDE? Specifically the features from the Kubuntu task manager that I am looking for are the ability to control the I/O priority of individual processes (not just their nice), and the ability to control the I/O scheduling algorithm ( round-robin, FIFO, etc). What are my options?

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  • Simple question about what methodology to pick for my information system [closed]

    - by Neenee Kale
    Possible Duplicate: I need help on methodologies for information system project I will be implementing a student information system for parents for my final year project. I have to choose the best suitable methodology which i could use through out my project. could you please recommend me any methodologies i could use please. Also i would like to ask is Agile system development a methodology?

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  • Facilitate access to system tray under gksudo -u user

    - by MetaChrome
    I would like to run ownCloud client as a different user, with something like: gksudo -u owncloud owncloud However, it is specifying: ownCloud requires a working system tray. Please install a system tray application such as trayer. If you are running xfce follow these instructions: http://docs.xfce.org/xfce/xfce4-panel/systray The question remains, how does one facilitate having the owncloud user account use the parent's system tray?

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  • Make application automatically detect system language

    - by hakermania
    What should an application developed under a Linux System like Ubuntu do so as to automatically detect the system language? There are applications, like Liferea that automatically change their language to match the system's, without altering any preference of the program itself: Should this be the "default" behavior for all the programs? Should there be an option on the program so as to let the user choose the language nonetheless? Are all these translations coming along with the program itself? What if the user has set a system language not available in the translations of the program? Is this Ubuntu or most-linux-distros specific?

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • The only metric with any value

    - by Malcolm Anderson
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} There's a lot of talk in the Scrum world about metrics. What's the velocity? How big is a story point?  How many story points is that team producing per man hour?   People are sadly missing the whole point.  Take your measurements up a level or two.  When you get down to it, the only metric that makes any difference, is ROI.   The problem is that often times, the developers work in a dark hole, far removed from the realities of how exactly they get paid.  A bigger problem is that mid-level managers tend to be further removed from the realities of ROI.  A lot of times mid-level managers get tasked with tracking their teams "productivity" using things like, "lines of code", or "completeness of the productivity reports."   Monetize your projects and then track your velocity against business value (real dollars).    When your development teams can say, "Last year, our team cost the business 2 million dollars and we know that because of our efforts, the company saved 2 million dollars in waste and increased revenues by another 4 million dollars." At that point you have just moved your development team from a cost center, to a profit center.  You might have to give them a raise, but they have demonstrated that they have earned it.

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  • How to show Windows System Reserved partition using Ubuntu live dvd?

    - by Veeggon
    All questions in this site ask how to "hide"! I want to fix my boot (fix mrb wont work, I have GPT Disk) by changing some files at Windows System Reserved. GParted shows the following partitions (but Nautilus doesn't): **/dev/sda1 - file system: Unknown - 128Mb - flags: msftres** (this one shows *"Warning: Unable to detect file system! Possible reasons: -file system is damaged -file system is unknown to GParted -there is no file system available (unformated -the device entry /dev/sda1 is missing)"*) **/dev/sda2 - file system: fat32 -100Mb - flags: boot** **/dev/sda3 - file system: ntfs - 500Gb**

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  • Introducing Oracle System Assistant

    - by B.Koch
    by Josh Rosen One of the challenges with today's servers is getting the server up and running and understanding what all of the steps are once you plug the server in for the first time. So many different pieces come into play: installing drivers, updating firmware, configuring RAID, and provisioning the operating system. All of these steps must be done before you can even start using the server. Finding the latest firmware and drivers, making sure you have the right versions, and knowing that all the different software and firmware components work together properly can be a real challenge. If not done correctly, such as if you separately downloading disk firmware or controller firmware that doesn't match the existing OS drivers, you could experience bugs, performance problems, and incompatibilities. Gone are the days of having to locate the tools and drivers media that shipped with the server only to find out that newer versions of software and firmware are available on the web. Oracle has solved these challenges in the new X3-2 family of servers by introducing Oracle System Assistant. Oracle System Assistant is an innovative tool that is built-in to every new x86 server. It provides step-by-step assistance with configuring the server, updating firmware and drivers, and provisioning the operating system. Once you have completed all of the steps in the Oracle System Assistant tool, the server is ready to use. Oracle System Assistant was designed to be easy and straightforward. Starting it is as simple as pressing F9 when the server is booting. You'll need a keyboard, monitor, and mouse or you can use the remote console feature of Oracle ILOM (Integrated Lights Out Manager) to access a virtual KVM to the server from any machine. From there Oracle System Assistant will walk you through each of the steps necessary to set up your server. After configuring the network settings for Oracle System Assistant, the next step is to check for any new software or firmware for the server. Oracle System Assistant connects back to Oracle using your My Oracle Support account and downloads any updates that were made available to you for this specific server. This is where you really start to see the innovation that went into Oracle System Assistant. Firmware for Oracle ILOM and BIOS, operating system drivers, and other system firmware (including for option cards and disk drivers) come as a single bundle, downloading as a single unit, that has been engineered and tested to work together by Oracle. Oracle System Assistant figures out the right combination for your server, so you don't have to. Now that the server has the latest firmware, Oracle System Assistant will next walk you through configuring the hardware. From Oracle System Assistant, you can configure many Oracle ILOM settings, including the network settings and initial user accounts. This ensures that ILOM is accessible and ready to use. Oracle System Assistant is where all parts of the server come together. In addition to communicating with Oracle ILOM and interacting with BIOS, Oracle System Assistant understands and can configure the storage subsystem. Before installing the operating system, Oracle System Assistant can detect the storage configuration and configure RAID for all disks in the system. At this point, the server is ready to be provisioned with the host operating system. You can use Oracle System Assistant to provision a supported OS, including Oracle Linux, Oracle VM, RHEL, SuSe Linux, and Windows. And by using Oracle System Assistant, you can be sure that the proper OS drivers are installed for each of the installed hardware components. With Oracle System Assistant, initial setup of the server has never been easier. If we can innovate around problems and find solutions to make our servers easier to manage, this reduces IT costs and makes managing servers simpler. I think with Oracle System Assistant we have done just that. Josh Rosen is a Principal Product Manager at Oracle and previously spent more than a decade as a developer and architect of system management software. Josh has worked on system management for many of Oracle's hardware products ranging from the earliest blade systems to the latest Oracle x86 servers.

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  • Run the system configuration once the system has been installed

    - by dierre
    Hi guys, the problem is the following. I have an old computer that mounts a SATA Dvd Burner. The old MoBo (an AsRock P4VT8+) is not able to recognize the freaking burner when booting. So I had to convert my IDE HD to USB HD and mount it on my laptop and install Ubuntu from there. The problem now is that I'm obviously getting kernel panic every now and then so I was wondering if it is possibile to rerun only the system and the hardware configuration.

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  • Ubuntu 14.04: After login, top- and sidepanel don't load and system settings don't open

    - by Löwe Simon
    I have Ubuntu 14.04 on a Medion Erazer with the Nvidia GTX570M card. At first, while I had not installed the last nvidia driver, each time I would try to suspend my pc it would freeze frame on the login. Once I managed to install the nvidia drivers, everything seemed to work up until I noticed that suddenly the system settings would not open anymore. I then rebooted my pc, but when I logged in I just end up with my cursor but no top panel or side pannel. Thankfully, I had installed the gnome desktops which works, except for the fact the system settings do not open also in the gnome desktop. I have tried following: Problems after upgrading to 14.04 (only background and pointer after login) except for reinstalling nvidia, since then I would be back at square one with suspend not working. When I try to launch system settings through the terminal, I get: simon@simon-X681X:~$ unity-control-center libGL error: No matching fbConfigs or visuals found libGL error: failed to load driver: swrast (unity-control-center:2806): Gdk-ERROR **: The program 'unity-control-center' received an X Window System error. This probably reflects a bug in the program. The error was 'BadLength (poly request too large or internal Xlib length erro'. (Details: serial 229 error_code 16 request_code 155 (GLX) minor_code 1) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the GDK_SYNCHRONIZE environment variable to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.) Trace/breakpoint trap (core dumped) I know the 2 problems seem unrelated, but since they occured together, I am wondering if that is really the case. Your help is much appreciated, Simon

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

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  • System monitor network speed monitor not working for LAN but works for my Wi-fi

    - by Pavak
    I'm on Ubuntu 13.10. I generally use wi-fi to connect to the internet. But Yesterday my wi-fi router occurred some problem and now it's out for warranty. So temporarily I'm using LAN. System monitor displayed the network speed correctly when I was in wi-fi. But now it's not showing any kinda network speed in System Monitor. I checked the preferences opption but couldn't find a way. I also checked "ksysguard"(KDE's system monitor) and conky. None of them working. How can i solve this? I'm attaching a screenshot to clear the problem.

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