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  • XDocument.Parse fails due to resolution error, how to disable resolution

    - by Frank Krueger
    I am trying to parse the contents of http://feeds.feedburner.com/riabiz using XDocument.Parse(string) (because it gets cached in a DB.) However, it keeps failing with the below stack trace when it tries to resolve some URIs in that XML. I don't care about validation or any of that XML nonsense, I just want the structure parsed. How can I use XDocument without this URI resolution? System.ArgumentException: The specified path is not of a legal form (empty). at System.IO.Path.InsecureGetFullPath (System.String path) [0x00000] in :0 at System.IO.Path.GetFullPath (System.String path) [0x00000] in :0 at System.Xml.XmlResolver.ResolveUri (System.Uri baseUri, System.String relativeUri) [0x00000] in :0 at System.Xml.XmlUrlResolver.ResolveUri (System.Uri baseUri, System.String relativeUri) [0x00000] in :0 at Mono.Xml2.XmlTextReader.ReadStartTag () [0x00000] in :0 at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in :0 at Mono.Xml2.XmlTextReader.Read () [0x00000] in :0 at System.Xml.XmlTextReader.Read () [0x00000] in :0 at Mono.Xml.XmlFilterReader.Read () [0x00000] in :0 at Mono.Xml.XmlFilterReader.Read () [0x00000] in :0 at System.Xml.XmlReader.ReadEndElement () [0x00000] in :0 at System.Xml.Linq.XElement.LoadCore (System.Xml.XmlReader r, LoadOptions options) [0x00000] in :0 at System.Xml.Linq.XNode.ReadFrom (System.Xml.XmlReader r, LoadOptions options) [0x00000] in :0 ...

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  • eclipse 3.4 (ganymede) package collision with type

    - by Monis Iqbal
    We have a package that ends with exception e.g. package a.b.c.exception; Our code base had no issues up till eclipse 3.3, however when we shifted to eclipse 3.4, it started giving errors related to this package: "The package a.b.c.exception collides with a type" When I refactor the package name to a.b.c.exceptions, there are no issues. Is this due to a bug in eclipse 3.4 or is there some setting to rectify this behavior?

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  • Collision detection, alternatives to "push out"

    - by LaZe
    I'm moving a character (ellipsoid) around in my physics engine. The movement must be constrained by the static geometry, but should slide on the edges, so it won't be stuck. My current approach is to move it a little and then push it back out of the geometry. It seems to work, but I think it's mostly because of luck. I fear there must be some corner cases where this method will go haywire. For example a sharp corner where two walls keeps pushing the character into each other. How would a "state of the art" game engine solve this?

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  • Collision of dot and line in 2D space

    - by Anderiel
    So i'm trying to make my first game on android. The thing is i have a small moving ball and i want it to bounce from a line that i drew. For that i need to find if the x,y of the ball are also coordinates of one dot from the line. I tried to implement these equations about lines x=a1 + t*u1 y=a2 + t*u2 = (x-a1)/u1=(y-a2)/u2 (t=t which has to be if the point is on the line) where x and y are the coordinates im testing, dot[a1,a2] is a dot that is on the line and u(u1,u2) is the vector of the line. heres the code: public boolean Collided() { float u1 =Math.abs(Math.round(begin_X)-Math.round(end_X)); float u2 =Math.abs(Math.round(begin_Y)-Math.round(end_Y)); float t_x =Math.round((elect_X - begin_X)/u1); float t_y =Math.round((elect_Y - begin_Y)/u2); if(t_x==t_y) { return true; } else { return false; } } points [begin_X,end_X] and [begin_Y,end_Y] are the two points from the line and [elect_X,elect_Y] are the coordinates of the ball theoreticaly it should work, but in the reality the ball most of the time just goes straigth through the line or bounces somewhere else where it shouldnt

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  • Opinions on platform game actor/background collision resolving

    - by Kawa
    Imagine the following scenario: I have a level whose physical structure is built up from a collection of bounding rectangles, combined with prerendered bitmap backgrounds. My actors, including the player character, all have their own bounding rectangle. If an actor manages to get stuck inside a level block, partially or otherwise, it'll need to be shifted out again, so that it is flush against the block. The untested technique I thought up during bio break is as follows: If an actor's box is found to intersect a level box, determine where the centerpoints of each rect are. If the actor's center is higher than the level box's, move the actor so that the bottom of the actor's rect is flush with the top of the level's rect, and vice versa if it's lower. Then do a similar thing horizontally. Opinions on that? Suggestions on better methods? Actually, the bounding rects are XNA BoundingBlocks with their Z spanning from -1 to 1, but it's still 2D gameplay.

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  • Collision detection problems...

    - by thyrgle
    Hi, I have written the following: -(void) checkIfLineCollidesWithAll { float slope = ((160-L1Circle1.position.y)-(160-L1Circle2.position.y))/((240-L1Circle1.position.x)-(240-L1Circle2.position.x)); float b = (160-L1Circle1.position.y) - slope * (240-L1Circle1.position.x); if ((240-L1Sensor1.position.x) < (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) < (240-L1Circle2.position.x) || ((240-L1Sensor1.position.x) > (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) > (240-L1Circle2.position.x))) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } else if (slope == INFINITY || slope == -INFINITY) { if (L1Circle1.position.y + 16 >= L1Sensor1.position.y || L1Circle1.position.y - 16 <= L1Sensor1.position.y) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } else if (160-L1Sensor1.position.y + 12 >= slope*(240-L1Sensor1.position.x) + b && 160-L1Sensor1.position.y - 12 <= slope*(240-L1Sensor1.position.x) + b) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } Basically what this does is finds m and b in the well known equation: y = mx + b and then substitutes coordinates of the L1Sensor1 (the circle I'm trying to detect if it it intersects with the line segment) to see if y = mx + b hold true. But, there are two problems, first, when slope approaches infinity the range of what the L1Sensor1 should "react" to (it "reacts" by changing its image) becomes smaller. Also, the code that should handle infinity is not working. Thanks for the help in advanced.

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  • Collision Detection for arbitrarily sized, positioned and rotated rectangles in XNA

    - by Stefan
    I'm working with xna in C# and in my game I will have a variety of space ships flying all over the place. They will each have an arbitrary rotation, size and position in space and I need a method to determine when they collide. Ideally the method would take two Rectangles, two doubles and two Vector2s for size, rotation and position respectively and return a boolean that indicates whether they have intersected or not.

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  • Square collision detection problem (iPhone).

    - by thyrgle
    Hi, I know I've probably posted three questions related to this then deleted them, but thats only because I solved them before I got an answer. But, this one I can not solve and I don't believe it is that hard compared to the others. So, with out further ado, here is my problem: So I am using Cocos2d and one of the major problem is they don't have buttons. To compensate for there lack in buttons I am trying to detect if when a touch ended did it collide with a square (the button). Here is my code: - (void)ccTouchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:touch.view]; NSLog(@"%f", 240-location.y); if (isReady == YES) { if (((240-location.y) <= (240-StartButton.position.x - 100) || -(240-location.y) >= (240-StartButton.position.x) + 100) && ((160-location.x) <= (160-StartButton.position.y) - 25 || (160-location.x) >= (160-StartButton.position.y) + 25)) { NSLog(@"Coll:%f", 240-StartButton.position.x); CCScene *scene = [PlayScene node]; [[CCDirector sharedDirector] replaceScene:[CCZoomFlipAngularTransition transitionWithDuration:2.0f scene:scene orientation:kOrientationRightOver]]; } } } Do you know what I am doing wrong?

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  • Jelly script to reset the issue resolution in JIRA

    - by edlftt
    I am trying to run a jelly script in JIRA to set the resolution to null for all my issues. The following script runs without errors and returns this: <JiraJelly xmlns:jira='jelly:com.atlassian.jira.jelly.JiraTagLib' xmlns:log='jelly:log' xmlns:core='jelly:core' xmlns:jx='jelly:xml' xmlns:util='jelly:util'>org.ofbiz.core.entity.GenericValue.NULL_VALUEorg.ofbiz.core.entity.GenericValue.NULL_VALUEorg.ofbiz.core.entity.GenericValue.NULL_VALUE.... </JiraJelly> Here is the script. <JiraJelly xmlns:jira="jelly:com.atlassian.jira.jelly.JiraTagLib" xmlns:util="jelly:util" xmlns:core="jelly:core" xmlns:jx="jelly:xml" xmlns:log="jelly:log"> <jira:RunSearchRequest var="issues" /> <core:forEach var="genericIssue" items="${issues}"> <core:invokeStatic className="com.atlassian.jira.issue.IssueImpl" method="getIssueObject" var="issue"> <core:arg type="org.ofbiz.core.entity.GenericValue" value="${genericIssue}"/> </core:invokeStatic> <core:invoke on="${issue}" method="setResolution"> <core:arg type="org.ofbiz.core.entity.GenericValue">org.ofbiz.core.entity.GenericValue.NULL_VALUE</core:arg> </core:invoke> </core:forEach> </JiraJelly> Does any one have any idea why this isn't working or have any ideas on how I might set the resolution to nothing? Thank you!!

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  • Stretch VMWare Player guest OS to fullscreen

    - by Synetech
    I’m using VMWare Player to play an old 16-bit Windows game. Unfortunately the game uses only 640x480 and I cannot figure out how to stretch the VM window to full-screen on the host. I set the guest OS to 640x480, but the screen is still small, in the middle of the screen as seen in figure 1. I even tried setting the compatibility mode to Windows 95 and 640x480, but it has no effect (figure 2) and looks exactly the same as when I set the VM to full-screen (1366x768 on the laptop) and start the game normally. There are few references to stretching a VM. One page mentions setting a Stretch Guest option, but there is no such option, at least not in VMWare Player 4.0.3. I know that VirtualBox has a stretching option, but I’m trying to find a solution for VMWare (Player, not Workstation). Figure 1: Guest OS is pillar-boxed Figure 2: Using compatibility mode

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  • eeePC 1001HA/1101HA max resolution when connected to external display?

    - by Marco Demaio
    Hello, I would like to buy a new Eee PC 1001HA or 1101HA. I know the max display resolution is: 1024x600 for eeePC 1001 and 1366x768 for eeePC 1101 But what's the max resolution of the graphic board when connecting these two types of eeePC to an external LCD monitor??? Let's say the external LCD monitor supports a full HD resolution of 1920x1080, are these eeePC graphic boards able to go up to such resolution??? It's really incredible to me, how such a useful information is missing everywhere on every ASUS website. Eee PC are very well suited to be connected to external monitor, so I can't believe how difficult is to find out this information. I downloaded aldo the manual, but it's not in there too. So I was hoping somone has got one and knows the answer. Thanks!

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  • What resolution can the eeePC 1001HA/1101HA handle with an external monitor plugged in?

    - by Marco Demaio
    I would like to buy a new Eee PC 1001HA or 1101HA. I know the max display resolution is: 1024x600 for eeePC 1001 1366x768 for eeePC 1101 But what's the maximum resolution of the graphic board when connecting these two computers to an external LCD monitor? Let's say the external monitor supports a full HD resolution of 1920x1080. Are these eeePC graphic boards able to go up to such resolution? It's really incredible to me how such a useful piece of information is missing everywhere on every ASUS website. EeePCs are very well suited to be connected to external monitor, so I can't believe how difficult is to find out this information. I downloaded the manual, but it's not in there either. So I'm hoping somone has got one and knows the answer.

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  • How to run Fujitsu P27T-7 LED monitor in its not native resolution and have perfect fonts rendering

    - by Ilia Rostovtsev
    My problem is completely opposite to anything I could find as I need to run my monitor in its NOT native resolution and have perfect font rendering. I recently got myself Ultra HD 2560x1440 27 inch monitor (Fujitsu P27T-7 LED) and I have an issue with this. I would call it personal but I'm afraid it's not as few people already agreed with me. I do programming and the text on UHD is way to small for comfortable usage. I changed the resolution to regular Full HD (1920x1080), it became just right but the text is looking slightly blur now, in comparison to both its natural UHD resolution and/or to my old 23 inch NEC. I am pretty frustrated and not sure what to do and how to make fonts look just as sleek as they should? I can't work in UHD resolution (my vision is 100% perfect), simply if calculated, picture size with Ultra HD (2560x1440) on 27 inch is around 30% smaller than Full HD (1920x1080) on 23 inch. In order to have same font size, if compared with Full HD 23 inch, 27 inch Ultra HD monitor must be around 32 inches in size. If I set my new monitor to regular Full HD 1920x1080, then the fonts' size are just perfect but the quality is not as it's blurry? Could anyone please help me out with an advise of how to solve this problem? Spec: nVidia 560 Ti with DVI-D port on Fedora 20. EDIT 1: Changing fonts doesn't really help as everything else doesn't look the way it should. EDIT 2: The monitor is buzzing on 2560x1440 so badly in case there are lots of lines on the screen, like file listing. If I type ls /usr/bin it makes such nasty irritating sound. When resolution goes to 1920x1080 it's a bit better. Any idea why?

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  • How do I keep windows XP from automatically changing the screen resolution?

    - by roamn
    I have an Asus EEEBox (EB202, intel GMA 950) hooked up to my 1080p TV (DVI-HDMI cable). I use it to watch standard definition movies and TV shows. I prefer to run at 1280x720 so that I can see things more easily, but every time I turn off the TV, then back on again, the resolution defaults to 1080p (1920x1080). How can I force a specific resolution? If that's not possible, is there a way to use a batch script to switch to the desired resolution faster?

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  • How to stop Vista from auto changing video resolution?

    - by bialix
    I have new Acer Aspire Revo R3600 computer with Vista pre-installed. The computer has NVidia video adapter. While connecting 17" LCD monitor (LG L1742S) via VGA cable it works fine, and I can change the resolution of the display from max 1920*1024 down to some other value, and after reboot the settings are restored correctly. But when I'm connecting bigger full HD 1920*1080 display (LG E2250) via VGA cable then every boot I have the same problem: I see boot progress window, then I see MS logo, then I see welcome screen then I start to see desktop and suddenly monitor switch off and show me the message about unsupported frequency of input signal As I understand Vista tries to auto-change resolution and sets wrong parameters. I've tried to boot into safe mode and into low-resolution mode, every time I have the same problem: Vista boot-up and suddenly monitor stops working. I've tried to connect this monitor to notebook with Windows XP and has no problem to work with this display on its native resolution. How can I disable this display resolution auto-changer in Vista? Or maybe there is another workaround?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • screen DPI - is there and equivalent command/action to Windows 150% Display

    - by Yekhezkel Yovel
    I have a wide screen of high resolution and I see everything small on it. So In windows I set the display to 150%, I would like to do something similar in Ubuntu. Simply changing screen resolution to lower resolution doesn't help because Ubuntu is in a virtual machine and it simply changes the VM window to the actual resolution. Is there a command or a simple hack that can do the trick? EDIT: I am running Ubuntu as a VirtualBox VM on Windows 7 host.

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • 3D RTS pathfinding

    - by xcrypt
    I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. I can use steering behaviours for avoiding other agents, so I don't need complete dynamic pathfinding. However, there is a problem because different agents have different collision geometry, and structures can be placed in almost any place. This means that there might be a gap between two structures where some agents can go through and some can't. A solution I have found to this problem is to do a sweep of the collision geometry of the agent from start node of the edge the pf algorithm is currently testing, to the end node of that edge. But this is probably a bit overkill since every edge the algorithm tests would also have to create and test with a collision geometry sweep. What are some reasonable approaches to this problem? I should mention that I'd prefer not to use navmeshes, I prefer waypoints because my entire system is based on it atm.

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