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  • Useful WatiN Extension Methods

    - by Steve Wilkes
    I've been doing a fair amount of UI testing using WatiN recently – here’s some extension methods I've found useful. This checks if a WatiN TextField is actually a hidden field. WatiN makes no distinction between text and hidden inputs, so this can come in handy if you render an input sometimes as hidden and sometimes as a visible text field. Note that this doesn't check if an input is visible (I've got another extension method for that in a moment), it checks if it’s hidden. public static bool IsHiddenField(this TextField textField) { if (textField == null || !textField.Exists) { return false; } var textFieldType = textField.GetAttributeValue("type"); return (textFieldType != null) && textFieldType.ToLowerInvariant() == "hidden"; } The next method quickly sets the value of a text field to a given string. By default WatiN types the text you give it into a text field one character at a time which can be necessary if you have behaviour you want to test which is triggered by individual key presses, but which most of time is just painfully slow; this method dumps the text in in one go. Note that if it's not a hidden field then it gives it focus first; this helps trigger validation once the value has been set and focus moves elsewhere. public static void SetText(this TextField textField, string value) { if ((textField == null) || !textField.Exists) { return; } if (!textField.IsHiddenField()) { textField.Focus(); } textField.Value = value; } Finally, here's a method which checks if an Element is currently visible. It does so by walking up the DOM and checking for a Style.Display of 'none' on any element between the one on which the method is invoked, and any of its ancestors. public static bool IsElementVisible(this Element element) { if ((element == null) || !element.Exists) { return false; } while ((element != null) && element.Exists) { if (element.Style.Display.ToLowerInvariant().Contains("none")) { return false; } element = element.Parent; } return true; } Hope they come in handy

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  • Can I upgrade my ubuntu version and change to be primary OS after originally installing with Wibu?

    - by Garrick Wann
    I have recently installed Ubuntu 12.04 using Wubi 12.04 and I now wish to upgrade to a full installation of Ubuntu 14.04, Before attempting to upgrade through the update center I did some research on upgrading from a Wubi installation (alongside windows) to a full installation making Ubuntu primary and only OS and found that it is in fact doable through the update center however it is just highly recommended to perform a full backup before doing so. I have now finished backing up all the data I need to worry about and began the upgrade process through the update center and received the following error: Your graphics hardware may not be fully supported in Ubuntu 14.04. Running the 'unity' desktop environment is not fully supported by your graphics hardware. You will maybe end up in a very slow environment after the upgrade. Our advice is to keep the LTS version for now. For more information see https://wiki.ubuntu.com/X/Bugs/UpdateManagerWarningForUnity3D Do you still want to continue with the upgrade? My questions are as follows: A. Isnt 14.04 a LTS version??? B, What are your recomendations in order to ensure my graphics driver is installed correctly and im not stuck with bad configs/install?

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  • Prevent Nautilus from displaying thumbnails on a specific mount

    - by Zakhar
    I have written a filesystem over Fuse to access a remote pseudo-NAS (the French "Freebox V6", I'll soon publish it as GPL3... when it's a little bit more polished!). The NAS is connected to a home ADSL, thus data comes down at the upload speed of ADSL, which is at best 1Mbps. My mount works fine (read-only at the moment), but Nautilus sees the mountpoint (and all sub-directories) as a "local" filesystem and tries to make thumbnails. As I have a directory full of images, this is quite horrible, because Nautilus then opens ALL the images to try to display the thumbnail. I could switch the Nautilus preferences to "Never" for thumbnails, but then I'll loose thumbnails on my "real" local filesystem. So the question is: with the preference "Only for local filesystem", how can I instruct Nautilus that my mountpoint is in fact NOT a local mount so that it will stop trying to draw thumbnails on that specific mount, but continue "thumbnailing" on mounts that are really local? Edit note: the same things happens if you use "standard worldwide" mounts such as sshfs, davfs,... as long as you mount over a relatively slow network (ADSL) and have images/movies on your mounted tree.

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  • Why does the player fall down when in between platforms? Tile based platformer

    - by inzombiak
    I've been working on a 2D platformer and have gotten the collision working, except for one tiny problem. My games a tile based platformer and whenever the player is in between two tiles, he falls down. Here is my code, it's fire off using an ENTER_FRAME event. It's only for collision from the bottom for now. var i:int; var j:int; var platform:Platform; var playerX:int = player.x/20; var playerY:int = player.y/20; var xLoopStart:int = (player.x - player.width)/20; var yLoopStart:int = (player.y - player.height)/20; var xLoopEnd:int = (player.x + player.width)/20; var yLoopEnd:int = (player.y + player.height)/20; var vy:Number = player.vy/20; var hitDirection:String; for(i = yLoopStart; i <= yLoopEnd; i++) { for(j = xLoopStart; j <= xLoopStart; j++) { if(platforms[i*36 + j] != null && platforms[i*36 + j] != 0) { platform = platforms[i*36 + j]; if(player.hitTestObject(platform) && i >= playerY) { hitDirection = "bottom"; } } } } This isn't the final version, going to replace hitTest with something more reliable , but this is an interesting problem and I'd like to know whats happening. Is my code just slow? Would firing off the code with a TIMER event fix it? Any information would be great.

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • Storing revisions of a document

    - by dev.e.loper
    This is a follow up question to my original question. I'm thinking of going with generating diffs and storing those diffs in the database 'History' table. I'm using diff-match-patch library to generate what is called a 'patch'. On every save, I compare previous and new version and generate this patch. The patch could be used to generate a document at specific point in time. My dilemma is how to store this data. Should I: a Insert a new database record for every patch? b. Store these patches in javascript array and store that array in history table. So there is only one db History record for document with an array of all the patches. Concerns with: a. Too many db records generated. Will be slow and CPU intensive to query. b. Only one record. If record is somehow corrupted/deleted. Entire revision history is gone. I'm looking for suggestions, concerns with either approach.

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  • How can I make my PHP development environment more efficient?

    - by pixel
    I want to start a home-brew pet project in PHP. I've spent some time in my life developing in PHP and I've always felt it was hard to organize the development environment efficiently. In my previous PHP work, I've used a windows desktop machine and a linux server for development. This configuration had it's advantages: it's easy to configure Apache (and it's modules)/PHP/MySql on a linux box, and, at the time, this configuration was the same like on production server. However, I never successfully set up a debug connection between my Eclipse install and X-debug on server. Transferring files from my local workspace to the server was also very annoying (either ftp or Bazaar script moving files from repository to web root). For my new setup, I'm considering installing everything on my local machine. I'm afraid that it will slow down workstation performance (LAMP + Eclipse), and that compatibility problems will kick-in. What would you recommend? Should I develop using two separate machines? On one? Do you have experience using one of above configurations in your work?

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  • How to make NFS mounts available while offline?

    - by lpanebr
    Problem: I work on a notebook and while at work I have access to many NFS mounted drives. When I get home they are obviously not available. Windows 7 solution: My business partner uses Windows 7 and maps the folders via samba. Windows 7 has a very nice feature that let's he make these folders available offline. So when when he connects to the work network the changes get synchronized! Question: Is there a way to mimic that in ubuntu? What I have now: Server to local sync: I have added rsync entries on my crontab to copy server folders => local folders every five minutes. When at work I used the NFS mapped folders and while outside work I use the local copies. When I get at work I manually run a script that syncs local folders => server folders. Problems with my setup: slow startup when not at work (I guess do to the fstab trying to map the server folders) no conflict checking/managing I have to remember to sync manually and be careful because of the different file locations recent files do not work between work and home

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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  • How do I implement deceleration for the player character?

    - by tesselode
    Using delta time with addition and subtraction is easy. player.speed += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.speed = player.speed * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time? Edit: it looks like my question has confused everyone. I really just wanted to be able to implement deceleration without this horrible mass of code: else if speed > 0 then speed = speed - 20 * dt if speed < 0 then speed = 0 end end if speed < 0 then speed = speed + 20 * dt if speed > 0 then speed = 0 end end end Because that's way bigger than it needs to be. So far a better solution seems to be: speed = speed - speed * whatever_number * dt

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  • Is there a PROPRIETARY driver (NVIDIA or ATI) that actually works with 12.10?

    - by DS13
    NOTE: I see many similar topics on this, but I've tried all their suggestions, and nothing has worked. THE MAIN DIFFERENCE SEEMS TO BE: I always get a black screen with a blinking cursor, while others seem to get through the boot-up and see distorted graphics or just their wallpaper. ISSUE: I do a clean install of Ubuntu 12.10. Boots fine with the “nouveau” graphics driver – graphics (even just menus) are very slow, choppy, and distorted. The three other driver options in Ubuntu (official NVIDIA drivers), all result in a variation of the black screen on boot up. There will be NO access to a command line/GUI in anyway what-so-ever (tried every option recommended out there, but the system is unusable at this stage). I can only reinstall, and try different drivers…and I only ever get one shot at it. QUESTIONS: -Does anyone know of a PROPRIETARY driver that will actually work on 12.10 with a NVIDIA or ATI card? -Should I just buy a newer graphics card to put in as a replacement? MORE INFO: This is my second computer, and I’m just trying to get a working install of Ubuntu on it. I don’t want to put much money into it, as I have seen Ubuntu run great on much older/less capable machines. I’ve got a decent'ish Core2Duo Intel processor (2.13Ghz), 2GB of RAM, 320GB hard drive, 32-bit architecture, and there is no other O/S installed. It appears as if the graphics card (NVIDIA Geforce 7350 LE) is holding me back. TRIED SO FAR: -all drivers available in Ubuntu *all fail -manual install of some different NVIDIA drivers *all fail -also tried installing the generic kernel, Nvidia driver doesn't work in 12.10 *no difference -tried installing 12.04 *same results -every method suggested to at least get a command line after switching to a NVIDIA driver *all fail -UPDATE- Re-tried everything above with a new NVIDIA Geforce 210...same results for everything. -UPDATE #2- Re-tried everything above with a new AMD Radeon HD 6450...installed the proprietary driver from Ubuntu's "Software Sources" menu...EVERYTHING NOW WORKS. See "answer" below for summary.

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  • Create a rectangle struct to be rotated and have a .Intersects() function

    - by MintyAnt
    In my XNA program, I am trying to swing a sword. The sword starts at an angle of 180 degrees, then rotates (clockwise) to an angle of 90 degrees. The Rectangle struct that XNA provides, Rectangle mAttackBox = new Rectangle(int x, int y, int width, int height); However, this struct has two problems: Holds position and size in Integers, not Floats Cannot be rotated I was hoping someone could help me in either telling me that i'm wrong and the Rectangle can be used for both these methods, or can lead me down the right path for rotating a rectangle. I know how to create a Struct. I believe that I can make methods like classes. I can determine the 4 vertices of a 2D rectangle by calculating out the x,y of the other 3 given the length, width. I'm sure theres a Matrix class I can use to multiply each point against a Rotation matrix. But once i have my 4 vertices, I got two other problems: - How do I test other rectangles against it? How does .Intersects() work for the rectangle struct? - Is this even the fastest way to do it? I'd be constantly doing matrix multiplication, wouldnt that slow things down?

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  • It Ain't Over 'Til It's Over

    - by Oracle OpenWorld Blog Team
    Oracle OpenWorld 2012 is behind us. Well, for San Francisco, anyhow. The team is already working on the Latin America event which takes place in December in Sao Paulo, and an OpenWorld in Asia for 2013 as well. And of course they're already working on the next San Francisco OpenWorld for 2013. So what happens after the conference is over? People pack up demo and network gear and ship it out to wherever it's going next; take down and recycle signage; strike the keynote set, the exhibition and demo halls, the street tents, and anything else that was constructed just for the conference. There's a lot of post-conference analyis going on too. Oracle and partner marketing teams are looking at and following up on the leads they got from booth, demo, and lounge traffic. The events team is evaluating the session and conference surveys you filled out if you attended -- looking to identify the best speakers, what worked and didn't work, how you liked the venues, the food, the entertainment, the presentations. From all of that information will come recommendations for next year on what to keep doing, what to do better, and what not to do at all. The goal for each year's conference is to be better than last year's. If you attended and haven't filled out the surveys yet, you have until October 19 for them to be counted, and for you to be entered into a daily sweepstakes. Click here for more information. Posts to this blog will slow down for a while, but we'll post news about Oracle OpenWorld in San Francisco and around the world when we have it. Any suggestions about future blog topics are welcome. Oh - I forgot to mention that you can sign up to be notified when registration for Oracle OpenWorld 2013 goes live. If you register at that time you'll get the best discount available on attending next year. So sign up, and stay tuned.

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  • Isn't Java a quite good choice for desktop applications?

    - by tactoth
    At present most applications are still developed with C++, painfully. Lack of portability, in compatible libraries, memory leaks, slow compilation, and poor productivity. Even if you pick only a single from these shortages, it's still a big headache. However the surprising truth is that C++ remains the first choice for desktop applications. Compared to C++ Java has lots of advantages. The success in server side development shows that the language itself is good, Swing is also thought to be as programmer friendly as the highly recognized QT framework (No, never say even a single word about MFC!). All the disadvantages of C++ listed above has a solution in Java. "Performance!", Well that might still be the problem but to my experience it's a slight problem. I'd been using Java to decode some screen video and generate key frames. The video has a duration of more than 1 hour. The time spent on an average machine is just 1 minute. With C++ I don't expect even faster speed. In recent days there are many news on the JIT performance improvements, that make us feel Java is gradually becoming very suitable for desktop development, without people realizing it. Isn't it?

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  • Should I be concerned that I can't program very fast without Google? [closed]

    - by seth
    Possible Duplicate: Google is good or bad for programmer? I'm currently in college to be a software engineer, and one of the main principles taught to us is how to learn for ourselves, and how to search the web when we have a doubt. This leads to a proactive attitude - when I need something, I go get it. Recently, I started wondering how much development would I be able to do without internet access and the answer bugged me quite a bit. I know the concept of the languages and how to use them, but I was amazed by how "slow" things were without having the Google to help in the development. Most of the problems I have are related to specific syntax. For example, reading and writing to a file in Java. I have done this about a dozen times in my life, yet every time I need to do it, I end up googling "read file java" and refreshing my memory. I completely understand the code and fully understand what it does, but I am sure that without Google it would take me a few tries to get the code correct. Is this normal? Should I be worried and try to change something in my programming behaviour?

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  • Google Rolls Out Secured Search. It’s Slightly Different From Regular Search

    - by Gopinath
    Google rolled out secured version of it’s search engine at https://google.com (did you notice https instead of http?). This search engine lets everyone to use Google search in a secured way. How is it secured? When you use https://google.com, the data exchanged between your browser and Google servers is encrypted to make sure that no one can sniff it. Is my search history secured from Google? No. The search queries you submit to Google are stored in Google servers. There is no change Google’s search history recording. Any differences between Regular Search and Secured Search Results? Yes. Secured search is slightly different from regular search. When you are accessing Google Secured Search Image search options will not be available on the left side bar. Site may respond slow compared to regular search site as there is a overhead to establish between your browser and the server. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Having trouble installing Bradcom STA driver

    - by user192881
    I just installed Ubuntu and love it so much, its so fast now. But I have a problem connecting to the internet. I checked and saw I have to install the driver Broadcom STA wireless driver but every time I do try to install it it says: Sorry, installation of this driver failed. Please have a look at the log files for details: /var/log/jockey.log I went to the terminal and copy and pasted the log file name. and when I did it, it said I have no permission to access this file. I checked on the forums that I have to be on a wired connection. So I plugged my laptop into my router and I got internet then tried to install the driver again. And it was loading then when it got to the end the same message popped up. Also I have one of those little USB router things you plug into the computer and it gives you internet I have been using that but its to slow. So I want to use the one in my computer but cant. Also I tried the command: sudo modprobe wl and when i type that command in it says: FATAL: Module wl not found Also I'm using Ubuntu 12.04

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  • 2 year cis degree and in school for computer science what can I do?

    - by chame1eon
    Hi I am 29 and have a recent 2 cis year degree from a community college , an A+ certification , and meager experience with web stuff ( Java , Javascript , php ) while in my 1 year help desk internship. In all the programming classes I was able to blow through the homework easily even while other students were panicking and dropping. I think I have managed to avoid the most atrocious noob/self taught mistakes ( spaghetti code etc) by just doing research before starting something and trying to keep good design in mind. Even so I'd have to make heavy use of references to crawl through even simple projects that would result in fully finished useful applications. I need a job now and I am tired of the slow pace of the classes and would love to get any kind of practical experience I could. The problem is that I am not sure what I should be trying to do. I have a very strong preference for application programming or at least anything light on design and preferably pretty low level. If I can't do that then anything technology related , for example help desk would be better than nothing. I live near Raleigh NC. Am I qualified for anything that could contribute to coding (C++ or Java ) experience or even web development though I don't really like it. Would web development experience help. If not is there anything I could read or do that could help? Is the help desk my only choice? If it is, are there any relatively quick certifications or anything similar that would help while I am waiting? Sorry about the long multi-part question. Thanks for reading.

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  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • High-level description of how experimental C++ features are developed?

    - by Praxeolitic
    Herb Sutter in a video answers a question about the concepts proposal considered for C++11 and from his remarks it sounds like multiple groups offered prototype implementations but all of them left concerns about slow compile times. The comment surprised me because it suggests that, at least in some cases, the prototypes being developed are not just proofs of concept -- they're even expected to perform. All the work that must take has me curious. For mature languages, especially C++, how are experimental language features developed? Is it much different from developing a compiler that implements a standard? Does a developer have a sense of if it will work and perform or even if it ever could? What are the most time consuming parts and are any parts surprisingly easier than one might expect? The question is not what does the C++ standards committee do, but rather the part that comes before. When an experimental implementation for a proposal is being put together and there aren't any completely solidified rules, how is the sausage made? I'm not a professional compiler developer nor do I expect answers with step by step accounts. I'd like a high-level idea of how this would be done or if there are any general patterns at all. I don't know what to expect from the answers but even if there are no rules to the process and the small number of people who do this just cowboy it and then, for stuff that worked out, write up the "official version" as a proposal, that answer would still be informative.

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  • After upgrade to 12.04 wireless keeps dropping on BCM4312

    - by Sheket
    I know there are plenty of questions very similar to these, but I've tried practically everything and it still isn't working. Some solutions get the wireless connection working, but it goes very slow and drops after a few minutes. Then it won't reconnect and keeps asking for password. Hope you can help me. Thanks in advance. This is the output for sudo lshw -C network *-network description: Network controller product: BCM4312 802.11b/g LP-PHY vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=b43-pci-bridge latency=0 resources: irq:18 memory:f0300000-f0303fff *-network description: Ethernet interface product: AR8132 Fast Ethernet vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:05:00.0 logical name: eth1 version: c0 serial: 00:23:5a:9b:6e:b1 size: 100Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.0-NAPI duplex=full firmware=N/A ip=192.168.0.106 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s resources: irq:42 memory:f0200000-f023ffff ioport:a000(size=128) *-network description: Wireless interface physical id: 1 logical name: wlan0 serial: 00:24:2c:83:f0:81 capabilities: ethernet physical wireless configuration: broadcast=yes driver=b43 driverversion=3.2.0-30-generic firmware=478.104 link=no multicast=yes wireless=IEEE 802.11bg And for lsmod | grep b43 b43 342643 0 mac80211 436455 1 b43 cfg80211 178679 2 b43,mac80211 bcma 25651 1 b43 ssb 50691 1 b43 And for rfkill list 5: phy0: Wireless LAN Soft blocked: no Hard blocked: no

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Black Screen after installing recommended Nvidia drivers. What to do?

    - by former_Windows_user
    New to Ubuntu. Problem description: Until recently I had Windows on my computer. My hard disk is divided into two partitions. On the first one (app. 10 GB) I had my Windows XP On the second one (app. 30 GB) I have some data I tried to install Ubuntu 12.04 on the first partition (the smaller one). Since I wanted to keep the data on my second partition, I chose the third install option. During the installation process I deleted the data on partition one, created a new partition with the same size, formatted it as ext4 and mounted / on it. The installation continued fine and at the end I restarted and took the CD out when it ejected automatically (it could have been also before the restart). Ubuntu started but I noticed that my computer was slow. Then a prompt appeared telling me that I did not have the optimal NVidia drivers and recommended to install a specific one. I clicked on the recommended driver, installation went apparently just fine and at the end I had to restart the system again. I did it, Ubuntu started, asked for my password, I typed it, pressed Enter, the screen turned black and remained like that (only the cursor was there and I could move it). I restarted and the same thing happened again. Has anyone had such a problem before and was able to solve it? With Windows I always installed drivers from CDs after installing Windows. Are the same CDs going to work for Ubuntu too or I should find special drivers? P.S. During the installation I was connected to the internet and I agreed on installing updates and the third party software. In the time before I installed that problematic but recommended NVidia driver I checked that there was between 6 and 7 GB free space on the first partition where I installed Ubuntu.

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  • Poor performance after reinstalling to a USB drive

    - by anonymous
    I am currently running Ubuntu 11.10 off of a SanDisk 16GB USB. I installed it using a Live USB with the following partition configuration: 6GB Primary /dos FAT32 5GB Logical / ext4 5GB Logical /home ext4 I don't have a hard disk, and don't see myself getting one anytime soon. I rely solely on this 16GB, and two other 4GB USBs, one of which I used as the LiveUSB. I bring the USBs around, and even use the install at work. I previously used an install that used a swap file. It functioned fine for the most part, save for a few slow moments, but I came across this post, and it got me thinking about my USB's life, so I reinstalled with the current config. My problem now is that it is slower. Applications like Firefox would hang more often. In my previous setup (the automatically partitioned setup), Firefox would start hanging if I was running an unzip or install task on the same partition as /. Now however, it would hang if I had another window open i.e. the system settings window. My guess is that it may have something to do with the swap file or the install being on a Logical partition rather than a Primary partition, but I don't know. Any insight as to why it has slowed down?

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