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  • Confused with X.ORG version number

    - by caligula
    There is my trouble: I'm trying to install ATI drivers on my Dell Vostro 3350 laptop. On the AMD's site I followed steps to determine which driver should I use. After selecting what hardware I use I got a link to download amd-driver-installer-12-3-x86.x86_64.run and below was a description of that driver that it was compatible with X.Org version from 6.7 to 7.6. And I do not know what version of X.Org my Ubuntu uses. Cause after googling I found that version is 7.6 in Ubuntu 11.10. But after typing: X -version I got the output: X.Org X Server 1.10.4 Release Date: 2011-08-19 X Protocol Version 11, Revision 0 So what is the exact version of X.Org in Ubuntu 11.10 and how should one reliably determine it? Can anyone construe? Thanks.

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  • What is proper way to get specific version of package

    - by Peter
    I am using Ubuntu 14.04 LTS I need to use curl package. But it comes in version 7.35.0 with known SSL bug (already fixed in next version) I either need lower version <= 7.33.0 or higher >= 7.36.0 to make it works, but how can I do it? Do I need to manually install curl? I checked synaptics, "Force Version" feature is greyed out. I also checked apt-cache showpkg curl, there is no other version available. I also tried to add "proposed" repositories, no new curl version either. What should I do? I am thinking about getting .deb package from previous ubuntu release...

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  • Why are PPA's designed for only latest version?

    - by user210108
    Why are PPA's set to only retain the latest version of the software? I ask because I just installed Blender 2.69 and it constantly crashes on me; I then decided to just install 2.68a but found that it is IMPOSSIBLE to install an older version of software using the Ubuntu software center. I turned to possibly seeing if the PPA retained an older version but have found most PPA's remove older versions as they are designed to only offer the latest. How does this sound like a good idea? What if, for example, someone releases a version of their software that constantly crashes and the user wishes to get an older version but because the way PPA's are designed they cannot. Sounds familiar... To add insult to injury, I was easily able to role back Internet Explorer to version 9 on a machine at work today; that is just sad.

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  • Firefox released beta 9 for version 4

    - by anirudha
    Firefox yesterday released 9 beta of Firefox 4. now many plug-in work inside Firefox 4. How to get plugin work in Firefox 4 :- if you like any plug-in who you like to use but not worked in Firefox 4 go to developer site may be they work on them so it’s chance you can get the version who is in development from developer site. because many of plugin wait for a time period for testing or making same version for all plateform like linux or mac osX. How to work with stable and Beta version [standalone] sometime we fell that it’s time wasting because something we need the beta version can’t give. so you can use Firefox 3.6.13 or Firefox 4 both by a trick. you need to install them in other directory. when you trying to install another version beware because they also override the last installation directory so you need to choose the directory where you want to get another version manually.

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  • Error deploying web application on Weblogic 10.3 using maven 2: "Can't find wsdl /wsdls/wsat.wsdl"

    - by Marcos Carceles
    Hi, I'm using maven for deploying a web application in my Weblogic 10.3 server remotely. I created my pom file based on the indication on this previous question: Using maven as build tool for Weblogic 10.3 My pom.xml file is: <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/maven-v4_0_0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>com.balfourbeatty.horizon.maven.test</groupId> <artifactId>maven-test-webapp</artifactId> <packaging>war</packaging> <version>1.0-SNAPSHOT</version> <name>maven-test-webapp Maven Webapp</name> <url>http://maven.apache.org</url> <properties> <weblogic.version>10.3</weblogic.version> </properties> <build> <plugins> <plugin> <groupId>org.apache.myfaces.trinidadbuild</groupId> <artifactId>maven-jdev-plugin</artifactId> </plugin> <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>weblogic-maven-plugin</artifactId> <version>2.9.1</version> <configuration> <name>maven-test-webapp</name> <adminServerHostName>******************</adminServerHostName> <adminServerPort>****</adminServerPort> <adminServerProtocol>t3</adminServerProtocol> <userId>******</userId> <password>*****</password> <upload>true</upload> <remote>true</remote> <verbose>true</verbose> <debug>true</debug> <targetNames>WLS_Spaces</targetNames> <noExit>true</noExit> <projectPackaging>war</projectPackaging> </configuration> <dependencies> <dependency> <groupId>com.sun</groupId> <artifactId>tools</artifactId> <version>1.6</version> <scope>system</scope> <systemPath>${java.home}/../lib/tools.jar</systemPath> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>weblogic</artifactId> <version>${weblogic.version}</version> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>webservices</artifactId> <version>${weblogic.version}</version> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.utils.full</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.i18n</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.weblogic.rmi.client</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>javax.enterprise.deploy</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>webserviceclient</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.weblogic.security.wls</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.weblogic.security.identity</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.weblogic.security</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>wlclient</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.transaction</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.utils.classloaders</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>wljmsclient</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.management.core</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>wls-api</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.descriptor</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.logging</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.weblogic.socket.api</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.weblogic.security.digest</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.weblogic.workmanager</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.weblogic.lifecycle</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.utils.wrapper</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>wlsafclient</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.management.jmx</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>com.bea.core.descriptor.wl</artifactId> <version>${weblogic.version}</version> <scope>provided</scope> </dependency> <dependency> <groupId>weblogic</groupId> <artifactId>javax.mail</artifactId> <version>10.3</version> </dependency> </dependencies> </plugin> </plugins> <finalName>maven-test-webapp</finalName> </build> <dependencies> <dependency> <groupId>junit</groupId> <artifactId>junit</artifactId> <version>3.8.1</version> <scope>test</scope> </dependency> <dependency> <groupId>org.codehaus.mojo</groupId> <artifactId>weblogic-maven-plugin</artifactId> <version>2.9.1</version> </dependency> </dependencies> <distributionManagement> <!-- use the following if you're not using a snapshot version. --> <repository> <id>internal</id> <name>Archiva Managed Internal Repository</name> <url>http://localhost:8180/archiva/repository/internal</url> </repository> <!-- use the following if you ARE using a snapshot version. --> <snapshotRepository> <id>snapshots</id> <name>Archiva Managed Snapshot Repository</name> <url>http://localhost:8180/archiva/repository/snapshots</url> </snapshotRepository> </distributionManagement> </project> All the dependencies are already resolved properly, as they are in the local archiva repository. The application does not contain any web-service, being just a "hello world" application. /index.jsp /WEB-INF/web.xml The error I get is: [BasicOperation.execute():423] : Initiating deploy operation for app, maven-test-webapp, on targets: [BasicOperation.execute():425] : WLS_Spaces Task 14 initiated: [Deployer:149026]deploy application maven-test-webapp on WLS_Spaces. dumping Exception stack Task 14 failed: [Deployer:149026]deploy application maven-test-webapp on WLS_Spaces. Target state: deploy failed on Server WLS_Spaces weblogic.wsee.ws.WsException: When processing WebService module 'maven-test-webapp.war'. Can't find wsdl /wsdls/wsat.wsdl at weblogic.wsee.deploy.WSEEWebModule.loadWsdlDefinitions(WSEEWebModule.java:159) at weblogic.wsee.deploy.WSEEModule.loadWsdl(WSEEModule.java:334) at weblogic.wsee.deploy.WSEEAnnotationProcessor.isWsdlHasPolicy(WSEEAnnotationProcessor.java:312) at weblogic.wsee.deploy.WSEEAnnotationProcessor.process(WSEEAnnotationProcessor.java:91) at weblogic.wsee.deploy.WSEEAnnotationProcessor.process(WSEEAnnotationProcessor.java:51) at weblogic.wsee.deploy.WSEEModule.prepare(WSEEModule.java:102) at weblogic.wsee.deploy.ServletDeployListener.contextPrepared(ServletDeployListener.java:26) at weblogic.servlet.internal.EventsManager$FireContextPreparedAction.run(EventsManager.java:503) at weblogic.security.acl.internal.AuthenticatedSubject.doAs(AuthenticatedSubject.java:321) at weblogic.security.service.SecurityManager.runAs(SecurityManager.java:121) at weblogic.servlet.internal.EventsManager.notifyContextPreparedEvent(EventsManager.java:162) at weblogic.servlet.internal.WebAppServletContext.initContextListeners(WebAppServletContext.java:1782) at weblogic.servlet.internal.WebAppServletContext.prepare(WebAppServletContext.java:1136) at weblogic.servlet.internal.HttpServer.doPostContextInit(HttpServer.java:449) at weblogic.servlet.internal.HttpServer.loadWebApp(HttpServer.java:424) at weblogic.servlet.internal.WebAppModule.registerWebApp(WebAppModule.java:924) at weblogic.servlet.internal.WebAppModule.prepare(WebAppModule.java:356) at weblogic.application.internal.flow.ScopedModuleDriver.prepare(ScopedModuleDriver.java:176) at weblogic.application.internal.flow.ModuleListenerInvoker.prepare(ModuleListenerInvoker.java:199) at weblogic.application.internal.flow.DeploymentCallbackFlow$1.next(DeploymentCallbackFlow.java:391) at weblogic.application.utils.StateMachineDriver.nextState(StateMachineDriver.java:83) at weblogic.application.internal.flow.DeploymentCallbackFlow.prepare(DeploymentCallbackFlow.java:59) at weblogic.application.internal.flow.DeploymentCallbackFlow.prepare(DeploymentCallbackFlow.java:43) at weblogic.application.internal.BaseDeployment$1.next(BaseDeployment.java:1221) at weblogic.application.utils.StateMachineDriver.nextState(StateMachineDriver.java:83) at weblogic.application.internal.BaseDeployment.prepare(BaseDeployment.java:367) at weblogic.application.internal.SingleModuleDeployment.prepare(SingleModuleDeployment.java:39) at weblogic.application.internal.DeploymentStateChecker.prepare(DeploymentStateChecker.java:154) at weblogic.deploy.internal.targetserver.AppContainerInvoker.prepare(AppContainerInvoker.java:60) at weblogic.deploy.internal.targetserver.operations.ActivateOperation.createAndPrepareContainer(ActivateOperation.java:207) at weblogic.deploy.internal.targetserver.operations.ActivateOperation.doPrepare(ActivateOperation.java:98) at weblogic.deploy.internal.targetserver.operations.AbstractOperation.prepare(AbstractOperation.java:217) at weblogic.deploy.internal.targetserver.DeploymentManager.handleDeploymentPrepare(DeploymentManager.java:747) at weblogic.deploy.internal.targetserver.DeploymentManager.prepareDeploymentList(DeploymentManager.java:1216) at weblogic.deploy.internal.targetserver.DeploymentManager.handlePrepare(DeploymentManager.java:250) at weblogic.deploy.internal.targetserver.DeploymentServiceDispatcher.prepare(DeploymentServiceDispatcher.java:159) at weblogic.deploy.service.internal.targetserver.DeploymentReceiverCallbackDeliverer.doPrepareCallback(DeploymentReceiverCallbackDeliverer.java:157) at weblogic.deploy.service.internal.targetserver.DeploymentReceiverCallbackDeliverer.access$000(DeploymentReceiverCallbackDeliverer.java:12) at weblogic.deploy.service.internal.targetserver.DeploymentReceiverCallbackDeliverer$1.run(DeploymentReceiverCallbackDeliverer.java:45) at weblogic.work.SelfTuningWorkManagerImpl$WorkAdapterImpl.run(SelfTuningWorkManagerImpl.java:516) at weblogic.work.ExecuteThread.execute(ExecuteThread.java:201) at weblogic.work.ExecuteThread.run(ExecuteThread.java:173) Does anyone have any idea on what could the problem be? Many thanks!

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  • Linking application build number to svn revision

    - by ahenderson
    I am looking for a strategy to version an application with the following requirements. My requirements are given an exe with version number (major.minor.build-number) 1) I want to map the version to a svn source revision that made the exe 2) With the source and exe I should be able to attach and debug in vs2010 with no issue. 3) Once I check-out the source code for the exe I should be able to build the exe again with the version number without having to make any changes to a file.

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

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  • Keyboard-shortcut key-press-detection sensitivity settings

    - by Juve
    last week I switched from Ubuntu 10.10 to 12.04 and after setting up my keyboard shortcuts, e.g., CTRL+ALT+E for my favorite editor and CTRL+ALT+X for the terminal, I noticed that the behavior when pressing the appropriate keys changed somehow. I know this is very subjective and I am not 100% percent sure if I am suddenly just too lazy when using my keyboard, but here is what I noticed: To run your shortcuts, you usually press the modifiers first and in addition press the alphanum key. Now, if I hold the modifiers down very consciously and press the alphanum key afterwards everything works fine. However, I noticed that I may often release the modifiers a bit too early. In Ubuntu 10.10 (metacity/compiz) my keyboard shortcuts would still execute and my tools would pop up. This does not work anymore in 12.04. Nevertheless, I still believe the old behavior to be more intuitive and would like to have it back. I a nutshell: Is there a parameter to control the shortcut-key-press detection behavior? I already searched the ubuntu keyboard options and searched for "keyboard" in gconf-editor but could not find any hints so far.

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  • C# XNA 2D Multiple boxes collision detection and movement

    - by zini
    Hi, I've been making simple game where you shoot boxes that are coming towards you. All game objects are simple rectangles. Now I have problem with collision detection; how to check where the collision comes so I can change the coordinates right? I have this kind of situation: http://imgur.com/8yjfW Imagine that all of those blocks are moving towards you (green box). If those orange boxes collide with each other, they should "avoid" themselves and not go through each other. I have class Enemy which has properties x, y and such. Now I'm doing the collision like this: // os.Count is an amount of other enemies colliding with this enemy if (os.Count == 0) { // If enemy doesn't collide with other enemy lasty = y; lastx = x; slope = (x - player.x) / (y - player.y); x += slope * l; // l is "movement speed" of enemy (float) if (y > player.y) { y = lasty; } else if (y < player.y) { y += l; } } else { foreach(Enemy b in os) { if (b.y > this.y) { // If some colliding enemy is closer player than this enemy, that closer one will be moved towards the player b.lasty = b.y; if (!BiggestY(os)) { // BiggestY returns true if this enemy has the biggest Y b.y += b.l; } b.x = b.lastx; } } } But this is very, very bad way to do this. I know it, but I just can't figure out other way. And as a matter in fact, this method doesn't even work pretty good; if multiple enemies are colliding same enemy they go through each other. I explained this pretty badly, but I hope that you understand this. And to sum up, as I said: How to check where the collision comes so I can change the coordinates right?

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  • What version number should an unreleased project receive?

    - by Byran
    Note: I'm new to version numbering. Please excuse my ignorance. I have a project where an attempted major release (Version B) was abandoned then later re-attempted and release (Version C). Each version has major changes from the previous version that I wouldn't consider an minor update. Little to nothing of Version B made it into Version C. Version A (1.0) Developed, released, updated, etc. Version B (???) Developed, suspended, abandoned. Version C (2.0) Developed, released, updated, etc. I feel like I should have version them like so, but worried about confusion of the missing version: Version A (1.0) Version B (2.0) Version C (3.0)

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  • Does any one know is there any collision detection API for HTML5 Canvas..?

    - by angos
    I have been experimenting HTML5 canvas by coding basic mind-mapping application. I have tried to find out if there is any javascript API used for managing object in canvas like collision detection between images or shapes. I think it is not a good idea to write my own since there might be some good API around. Anyone have clue or some information on this. I would very much appreciate.

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  • Using SharePoint label to display document version in Word 2007 doesn't work when moved to another l

    - by ITManagerWhoCodes
    I am surfacing the Document Library version of a Word 2007 document by creating a Label ({version}) within the content type of the Document Library and adding it as a Quick-part Label in the Word 2007 document. This works great. The latest version always shows up when I open the Word document. I also added this Version quick-part field to the footer of the Word document and then added this document as a document template to my content type, "ContentTypeMain". Now, I can go to my Document Library and I can create a New instance of "ContentTypeMain" with the Version field automatically there. This works great as well. However, if I create another Document Library and add the same Content Type, "ContentTypeMain" to it, the value of the Version quick-part doesn't update or refresh. The only way is to add another copy of the Label quick-part. It seems like the Quick-Part Label that maps to the Document Library Version is unique to the Document Library. My application dynamically creates subsites using site definitions and list templates. Thus the document library in each of the subsites are all being created from the same List Template. I inspected the XML files under the hood of the Word Document and it does look like there is a GUID attached to the Quick-Part Version field.

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  • Version Assemblies with TFS 2010 Continuous Integration

    - by Steve Michelotti
    When I first heard that TFS 2010 had moved to Workflow Foundation for Team Build, I was *extremely* skeptical. I’ve loved MSBuild and didn’t quite understand the reasons for this change. In fact, given that I’ve been exclusively using Cruise Control for Continuous Integration (CI) for the last 5+ years of my career, I was skeptical of TFS for CI in general. However, after going through the learning process for TFS 2010 recently, I’m starting to become a believer. I’m also starting to see some of the benefits with Workflow Foundation for the overall processing because it gives you constructs not available in MSBuild such as parallel tasks, better control flow constructs, and a slightly better customization story. The first customization I had to make to the build process was to version the assemblies of my solution. This is not new. In fact, I’d recommend reading Mike Fourie’s well known post on Versioning Code in TFS before you get started. This post describes several foundational aspects of versioning assemblies regardless of your version of TFS. The main points are: 1) don’t use source control operations for your version file, 2) use a schema like <Major>.<Minor>.<IncrementalNumber>.0, and 3) do not keep AssemblyVersion and AssemblyFileVersion in sync. To do this in TFS 2010, the best post I’ve found has been Jim Lamb’s post of building a custom TFS 2010 workflow activity. Overall, this post is excellent but the primary issue I have with it is that the assembly version numbers produced are based in a date and look like this: “2010.5.15.1”. This is definitely not what I want. I want to be able to communicate to the developers and stakeholders that we are producing the “1.1 release” or “1.2 release” – which would have an assembly version number of “1.1.317.0” for example. In this post, I’ll walk through the process of customizing the assembly version number based on this method – customizing the concepts in Lamb’s post to suit my needs. I’ll also be combining this with the concepts of Fourie’s post – particularly with regards to the standards around how to version the assemblies. The first thing I’ll do is add a file called SolutionAssemblyVersionInfo.cs to the root of my solution that looks like this: 1: using System; 2: using System.Reflection; 3: [assembly: AssemblyVersion("1.1.0.0")] 4: [assembly: AssemblyFileVersion("1.1.0.0")] I’ll then add that file as a Visual Studio link file to each project in my solution by right-clicking the project, “Add – Existing Item…” then when I click the SolutionAssemblyVersionInfo.cs file, making sure I “Add As Link”: Now the Solution Explorer will show our file. We can see that it’s a “link” file because of the black arrow in the icon within all our projects. Of course you’ll need to remove the AssemblyVersion and AssemblyFileVersion attributes from the AssemblyInfo.cs files to avoid the duplicate attributes since they now leave in the SolutionAssemblyVersionInfo.cs file. This is an extremely common technique so that all the projects in our solution can be versioned as a unit. At this point, we’re ready to write our custom activity. The primary consideration is that I want the developer and/or tech lead to be able to easily be in control of the Major.Minor and then I want the CI process to add the third number with a unique incremental number. We’ll leave the fourth position always “0” for now – it’s held in reserve in case the day ever comes where we need to do an emergency patch to Production based on a branched version.   Writing the Custom Workflow Activity Similar to Lamb’s post, I’m going to write two custom workflow activities. The “outer” activity (a xaml activity) will be pretty straight forward. It will check if the solution version file exists in the solution root and, if so, delegate the replacement of version to the AssemblyVersionInfo activity which is a CodeActivity highlighted in red below:   Notice that the arguments of this activity are the “solutionVersionFile” and “tfsBuildNumber” which will be passed in. The tfsBuildNumber passed in will look something like this: “CI_MyApplication.4” and we’ll need to grab the “4” (i.e., the incremental revision number) and put that in the third position. Then we’ll need to honor whatever was specified for Major.Minor in the SolutionAssemblyVersionInfo.cs file. For example, if the SolutionAssemblyVersionInfo.cs file had “1.1.0.0” for the AssemblyVersion (as shown in the first code block near the beginning of this post), then we want to resulting file to have “1.1.4.0”. Before we do anything, let’s put together a unit test for all this so we can know if we get it right: 1: [TestMethod] 2: public void Assembly_version_should_be_parsed_correctly_from_build_name() 3: { 4: // arrange 5: const string versionFile = "SolutionAssemblyVersionInfo.cs"; 6: WriteTestVersionFile(versionFile); 7: var activity = new VersionAssemblies(); 8: var arguments = new Dictionary<string, object> { 9: { "tfsBuildNumber", "CI_MyApplication.4"}, 10: { "solutionVersionFile", versionFile} 11: }; 12:   13: // act 14: var result = WorkflowInvoker.Invoke(activity, arguments); 15:   16: // assert 17: Assert.AreEqual("1.2.4.0", (string)result["newAssemblyFileVersion"]); 18: var lines = File.ReadAllLines(versionFile); 19: Assert.IsTrue(lines.Contains("[assembly: AssemblyVersion(\"1.2.0.0\")]")); 20: Assert.IsTrue(lines.Contains("[assembly: AssemblyFileVersion(\"1.2.4.0\")]")); 21: } 22: 23: private void WriteTestVersionFile(string versionFile) 24: { 25: var fileContents = "using System.Reflection;\n" + 26: "[assembly: AssemblyVersion(\"1.2.0.0\")]\n" + 27: "[assembly: AssemblyFileVersion(\"1.2.0.0\")]"; 28: File.WriteAllText(versionFile, fileContents); 29: }   At this point, the code for our AssemblyVersion activity is pretty straight forward: 1: [BuildActivity(HostEnvironmentOption.Agent)] 2: public class AssemblyVersionInfo : CodeActivity 3: { 4: [RequiredArgument] 5: public InArgument<string> FileName { get; set; } 6:   7: [RequiredArgument] 8: public InArgument<string> TfsBuildNumber { get; set; } 9:   10: public OutArgument<string> NewAssemblyFileVersion { get; set; } 11:   12: protected override void Execute(CodeActivityContext context) 13: { 14: var solutionVersionFile = this.FileName.Get(context); 15: 16: // Ensure that the file is writeable 17: var fileAttributes = File.GetAttributes(solutionVersionFile); 18: File.SetAttributes(solutionVersionFile, fileAttributes & ~FileAttributes.ReadOnly); 19:   20: // Prepare assembly versions 21: var majorMinor = GetAssemblyMajorMinorVersionBasedOnExisting(solutionVersionFile); 22: var newBuildNumber = GetNewBuildNumber(this.TfsBuildNumber.Get(context)); 23: var newAssemblyVersion = string.Format("{0}.{1}.0.0", majorMinor.Item1, majorMinor.Item2); 24: var newAssemblyFileVersion = string.Format("{0}.{1}.{2}.0", majorMinor.Item1, majorMinor.Item2, newBuildNumber); 25: this.NewAssemblyFileVersion.Set(context, newAssemblyFileVersion); 26:   27: // Perform the actual replacement 28: var contents = this.GetFileContents(newAssemblyVersion, newAssemblyFileVersion); 29: File.WriteAllText(solutionVersionFile, contents); 30:   31: // Restore the file's original attributes 32: File.SetAttributes(solutionVersionFile, fileAttributes); 33: } 34:   35: #region Private Methods 36:   37: private string GetFileContents(string newAssemblyVersion, string newAssemblyFileVersion) 38: { 39: var cs = new StringBuilder(); 40: cs.AppendLine("using System.Reflection;"); 41: cs.AppendFormat("[assembly: AssemblyVersion(\"{0}\")]", newAssemblyVersion); 42: cs.AppendLine(); 43: cs.AppendFormat("[assembly: AssemblyFileVersion(\"{0}\")]", newAssemblyFileVersion); 44: return cs.ToString(); 45: } 46:   47: private Tuple<string, string> GetAssemblyMajorMinorVersionBasedOnExisting(string filePath) 48: { 49: var lines = File.ReadAllLines(filePath); 50: var versionLine = lines.Where(x => x.Contains("AssemblyVersion")).FirstOrDefault(); 51:   52: if (versionLine == null) 53: { 54: throw new InvalidOperationException("File does not contain [assembly: AssemblyVersion] attribute"); 55: } 56:   57: return ExtractMajorMinor(versionLine); 58: } 59:   60: private static Tuple<string, string> ExtractMajorMinor(string versionLine) 61: { 62: var firstQuote = versionLine.IndexOf('"') + 1; 63: var secondQuote = versionLine.IndexOf('"', firstQuote); 64: var version = versionLine.Substring(firstQuote, secondQuote - firstQuote); 65: var versionParts = version.Split('.'); 66: return new Tuple<string, string>(versionParts[0], versionParts[1]); 67: } 68:   69: private string GetNewBuildNumber(string buildName) 70: { 71: return buildName.Substring(buildName.LastIndexOf(".") + 1); 72: } 73:   74: #endregion 75: }   At this point the final step is to incorporate this activity into the overall build template. Make a copy of the DefaultTempate.xaml – we’ll call it DefaultTemplateWithVersioning.xaml. Before the build and labeling happens, drag the VersionAssemblies activity in. Then set the LabelName variable to “BuildDetail.BuildDefinition.Name + "-" + newAssemblyFileVersion since the newAssemblyFileVersion was produced by our activity.   Configuring CI Once you add your solution to source control, you can configure CI with the build definition window as shown here. The main difference is that we’ll change the Process tab to reflect a different build number format and choose our custom build process file:   When the build completes, we’ll see the name of our project with the unique revision number:   If we look at the detailed build log for the latest build, we’ll see the label being created with our custom task:     We can now look at the history labels in TFS and see the project name with the labels (the Assignment activity I added to the workflow):   Finally, if we look at the physical assemblies that are produced, we can right-click on any assembly in Windows Explorer and see the assembly version in its properties:   Full Traceability We now have full traceability for our code. There will never be a question of what code was deployed to Production. You can always see the assembly version in the properties of the physical assembly. That can be traced back to a label in TFS where the unique revision number matches. The label in TFS gives you the complete snapshot of the code in your source control repository at the time the code was built. This type of process for full traceability has been used for many years for CI – in fact, I’ve done similar things with CCNet and SVN for quite some time. This is simply the TFS implementation of that pattern. The new features that TFS 2010 give you to make these types of customizations in your build process are quite easy once you get over the initial curve.

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  • First Stable Version of Opera 15 has been Released

    - by Akemi Iwaya
    Opera has just released the first stable version of their revamped browser and will be proceeding at a rapid pace going forward. There is also news concerning the three development streams they will maintain along with news of an update for the older 12.x series for those who are not ready to update to 15.x just yet. The day is full of good news for Opera users whether they have already switched to the new Blink/Webkit Engine version or are still using the older Presto Engine version. First, news of the new development streams… Opera has released details outlining their three new release streams: Opera (Stable) – Released every couple of weeks, this is the most solid version, ready for mission-critical daily use. Opera Next – Updated more frequently than Stable, this is the feature-complete candidate for the Stable version. While it should be ready for daily use, you can expect some bugs there. Opera Developer – A bleeding edge version, you can expect a lot of fancy stuff there; however, some nasty bugs might also appear from time to time. From the Opera Desktop Team blog post: When you install Opera from a particular stream, your installation will stick to it, so Opera Stable will be always updated to Opera Stable, Opera Next to Opera Next and so on. You can choose for yourself which stream is the best for you. You can even follow a couple of them at the same time! Of particular interest is the announcement of continued development for the 12.x series. A new version (12.16) is due to be released soon to help keep the older series up to date and secure while the transition process from 12.x to 15.x continues.    

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  • The provider is not compatible with the version of Oracle Client

    - by jkrebsbach
    There was a recent upgrade of the Oracle client on a production web server housing serveral app pools each containing multiple web sites.  The upgrade consisted of adding the 11.2 client tools on the web server, but leaving the 9.2 and 10.2 versions alone.   After learning the upgrade occured, I updated Oracle.DataAccess.dll on my site to the 11.2 dll, and the web site ran smoothly.   The next day I discover the site is throwing an error:   Oracle.DataAccess.Client.OracleException:   The provider is not compatible with the version of Oracle Client   The App Pool will connect with an installed version of the Oracle client provider, and coordinate database interactions.  If a request comes in for a web site configured using an earlier version of the provider, that is the version the App Pool will use for Oracle interactions.  If a request is made for a site configured for a different version of the provider, the App Pool will see a conflict and throw the above error.   This web site: http://splinter.com.au/blog/?p=156 described the steps to grab the DLLs for a provider and bring them local (for Oracle 11.1), but even when I brought the DLLs for the Oracle Provider into the local bin directory, the App Pool would still determine the version of the oracle client and continue to throw the exception.   My only resolution for the above problem has been to have dedicated IIS app pools per version of Oracle client being leveraged.

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  • How do I detect and handle collisions using a tile property with Slick2D?

    - by oracleCreeper
    I am trying to set up collision detection in Slick2D based on a tilemap. I currently have two layers on the maps I'm using, a background layer, and a collision layer. The collision layer has a tile with a 'blocked' property, painted over the areas the player can't walk on. I have looked through the Slick documentation, but do not understand how to read a tile property and use it as a flag for collision detection. My method of 'moving' the player is somewhat different, and might affect how collisions are handled. Instead of updating the player's location on the window, the player always stays in the same spot, updating the x and y the map is rendered at. I am working on collisions with objects by restricting the player's movement when its hitbox intersects an object's hitbox. The code for the player hitting the right side of an object, for example, would look like this: if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingLeft){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingRight){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingUp){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingDown){ isInCollision=true; level.moveMapRight(); } and in the level's update code: if(!Player.isInCollision) Player.manageMovementInput(map, i); However, this method still has some errors. For example, when hitting the object from the right, the player will move up and to the left, clipping through the object and becoming stuck inside its hitbox. If there is a more effective way of handling this, any advice would be greatly appreciated.

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • How do i approach this collision model?

    - by PeeS
    this is the game level prototype i have already implemented. It has few objects per room to allow me to finally add some collision detection/response code into it. VIDEO As you can probably see, every object inside has it's own AABB, even the room itself has AABB. So a player is like 'inside the Room AABB'. My player will be exactly inside the room, so he would have to collide correctly with those AABBs, so that when he hits any of those objects inside he get's a proper collision response from those AABB's. Now i would like to hear from you what kind of collision approach should i choose in here? How do i approach this kind of stuff: AABB to AABB collision detection then when this is positive go with AABB - Tri to find proper plane normal and calculate response ? AABB to AABB then when positive go with AABB - AABB Side check to find proper proper plane normal and calculate response? Anything else? How do you do this ? Many thanks.

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  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

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  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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  • x axis detection issues platformer starter kit

    - by dbomb101
    I've come across a problem with the collision detection code in the platformer starter kit for xna.It will send up the impassible flag on the x axis despite being nowhere near a wall in either direction on the x axis, could someone could tell me why this happens ? Here is the collision method. /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, TileCollision collision = Level.GetCollision(x, y); if (collision != TileCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == TileCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == TileCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } //This is the section which deals with collision on the x-axis else if (collision == TileCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; }

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