Search Results

Search found 3515 results on 141 pages for 'energy saving'.

Page 26/141 | < Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >

  • When saving a model with has_one or has_many associations, which side of the association is saved fi

    - by SeeBees
    I have three simplified models: class Team < ActiveRecord::Base has_many :players has_one :coach end class Player < ActiveRecord::Base belongs_to :team validates_presence_of :team_id end class Coach < ActiveRecord::Base belongs_to :team validates_presence_of :team_id end I use the following code to test these models: t = Team.new team.coach = Coach.new team.save! team.save! returns true. But in another test: t = Team.new team.players << Player.new team.save! team.save! gives the following error: > ActiveRecord::RecordInvalid: > Validation failed: Players is invalid > from > /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.4/lib/active_record/validations.rb:1090:in > `save_without_dirty!' from > /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.4/lib/active_record/dirty.rb:87:in `save_without_transactions!' from > /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.4/lib/active_record/transactions.rb:200:in > `save!' from > /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.4/lib/active_record/connection_adapters/abstract/database_statements.rb:136:in > `transaction' from > /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.4/lib/active_record/transactions.rb:182:in > `transaction' from > /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.4/lib/active_record/transactions.rb:200:in > `save!' from > /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.4/lib/active_record/transactions.rb:208:in > `rollback_active_record_state!' from > /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.4/lib/active_record/transactions.rb:200:in > `save!' from (irb):14 I figured out that when team.save! is called, it first calls player.save!. player needs to validate the presence of the id of the associated team. But at the time player.save! is called, team hasn't been saved yet, and therefore, team_id doesn't yet exist for player. This fails the player's validation, so the error occurs. But on the other hand, team is saved before coach.save!, otherwise the first example will get the same error as the second one. So I've concluded that when a has_many bs, a.save! will save bs prior to a. When a has_one b, a.save! will save a prior to b. If I am right, why is this the case? It doesn't seem logical to me. Why do has_one and has_many association have different order in saving? Any ideas? And is there any way I can change the order? Say I want to have the same saving order for both has_one and has_many. Thanks.

    Read the article

  • Is there a low carbon future for the retail industry?

    - by user801960
    Recently Oracle published a report in conjunction with The Future Laboratory and a global panel of experts to highlight the issue of energy use in modern industry and the serious need to reduce carbon emissions radically by 2050.  Emissions must be cut by 80-95% below the levels in 1990 – but what can the retail industry do to keep up with this? There are three key aspects to the retail industry where carbon emissions can be cut:  manufacturing, transport and IT.  Manufacturing Naturally, manufacturing is going to be a big area where businesses across all industries will be forced to make considerable savings in carbon emissions as well as other forms of pollution.  Many retailers of all sizes will use third party factories and will have little control over specific environmental impacts from the factory, but retailers can reduce environmental impact at the factories by managing orders more efficiently – better planning for stock requirements means economies of scale both in terms of finance and the environment. The John Lewis Partnership has made detailed commitments to reducing manufacturing and packaging waste on both its own-brand products and products it sources from third party suppliers. It aims to divert 95 percent of its operational waste from landfill by 2013, which is a huge logistics challenge.  The John Lewis Partnership’s website provides a large amount of information on its responsibilities towards the environment. Transport Similarly to manufacturing, tightening up on logistical planning for stock distribution will make savings on carbon emissions from haulage.  More accurate supply and demand analysis will mean less stock re-allocation after initial distribution, and better warehouse management will mean more efficient stock distribution.  UK grocery retailer Morrisons has introduced double-decked trailers to its haulage fleet and adjusted distribution logistics accordingly to reduce the number of kilometers travelled by the fleet.  Morrisons measures route planning efficiency in terms of cases moved per kilometre and has, over the last two years, increased the number of cases per kilometre by 12.7%.  See Morrisons Corporate Responsibility report for more information. IT IT infrastructure is often initially overlooked by businesses when considering environmental efficiency.  Datacentres and web servers often need to run 24/7 to handle both consumer orders and internal logistics, and this both requires a lot of energy and puts out a lot of heat.  Many businesses are lowering environmental impact by reducing IT system fragmentation in their offices, while an increasing number of businesses are outsourcing their datacenters to cloud-based services.  Using centralised datacenters reduces the power usage at smaller offices, while using cloud based services means the datacenters can be based in a more environmentally friendly location.  For example, Facebook is opening a massive datacentre in Sweden – close to the Arctic Circle – to reduce the need for artificial cooling methods.  In addition, moving to a cloud-based solution makes IT services more easily scaleable, reducing redundant IT systems that would still use energy.  In store, the UK’s Carbon Trust reports that on average, lighting accounts for 25% of a retailer’s electricity costs, and for grocery retailers, up to 50% of their electricity bill comes from refrigeration units.  On a smaller scale, retailers can invest in greener technologies in store and in their offices.  The report concludes that widely shared objectives of energy security, reduced emissions and continued economic growth are dependent on the development of a smart grid capable of delivering energy efficiency and demand response, as well as integrating renewable and variable sources of energy. The report is available to download from http://emeapressoffice.oracle.com/imagelibrary/detail.aspx?MediaDetailsID=1766I’d be interested to hear your thoughts on the report.   

    Read the article

  • When saving to a model, created and modified aren't automatically populated by CakePHP. Using SQL Se

    - by bakerjr
    Hi when saving to a model, my created and modified fields aren't automatically populated by CakePHP. It was automatically populated when I was using MySQL but now it isn't. I'm not using NOW() back when I was still using MySQL. Why is it? Also when a field's value is not set 'NULL' (with quotes) is inserted causing errors because SQL Server says I can't insert a string to a field of type smallint/date etc. How do I fix this? Thanks in advance!

    Read the article

  • C++, name collision across different namespace

    - by aaa
    hello. I am baffled by the following name collision: namespace mp2 { boost::numeric::ublas::matrix_range<M> slice(M& m, const R1& r1, const R2& r2) { namespace ublas = boost::numeric::ublas; ublas::range r1_(r1.begin(), r1.end()), r2_(r2.begin(), r2.end()); return ublas::matrix_range<M>(m, r1_, r2_); } double energy(const Wavefunction &wf) { const Wavefunction::matrix& C = wf.coefficients(); int No = wf.occupied().size(); foreach (const Basis::MappedShell& P, basis.shells()) { slice(C, range(No), range(P)); the error from g++4.4 is 7 In file included from mp2.cpp:1: 8 /usr/include/boost/numeric/ublas/fwd.hpp: In function âdouble mp2::energy(const Wavefunction&)â: 9 /usr/include/boost/numeric/ublas/fwd.hpp:32: error: âboost::numeric::ublas::sliceâ is not a function, 10 ../../src/mp2/energy.hpp:98: error: conflict with âtemplate<class M, class R1, class R2> boost::numeric::ublas::matrix_range<M> mp2::slice(M&, const R1&, const R2&)â 11 ../../src/mp2/energy.hpp:123: error: in call to âsliceâ 12 /usr/include/boost/numeric/ublas/fwd.hpp:32: error: âboost::numeric::ublas::sliceâ is not a function, 13 ../../src/mp2/energy.hpp:98: error: conflict with âtemplate<class M, class R1, class R2> boost::numeric::ublas::matrix_range<M> mp2::slice(M&, const R1&, const R2&)â 14 ../../src/mp2/energy.hpp:129: error: in call to âsliceâ 15 make: *** [mp2.lo] Error 1 ublas segment is namespace boost { namespace numeric { namespace ublas { typedef basic_slice<> slice; why is slice in ublas collides with slice in mp2? I and fairly certain there is no using namespace ublas in the code and in includes. thank you

    Read the article

  • How to speed up saving data to database over the internet?

    - by robert_d
    I am using C#, Entity Framework and SQL Server 2008 Express. I am connected to the database over the internet. What is the best method to speed up saving/updating data to database? It takes 87 seconds to save 180 records to the database. It takes only 3.5 seconds to save the same number of records to local (on the same machine) SQL Server. For every record that I save/update I check if record with this primary key exists in the database, if it doesn't exists I simply save it, if it exists I update it using ObjectContext.ApplyCurrentValues(entitySetName, currentEntity) method.

    Read the article

  • How to make if-elif-else statement in python more space-saving?

    - by Neverland
    I have a lot of if-elif-else statements in my code if message == '0' or message == '3' or message == '5' or message == '7': ... elif message == '1' or message == '2' or message == '4' or message == '6' or message == '8': ... else: ... Is it possible to format this in a more space-saving way? I tried it this way: if message == '0' or '3' or '5' or '7': ... elif message == '1' or '2' or '4' or '6' or '8': ... else: ... But without success.

    Read the article

  • Can I compile and execute C# expression without saving the assembly to disk?

    - by Sasha
    I can compile, get an instance and invoke a method of any C# type programmaticaly. There lots of info on that, including the StackOverflow (http://stackoverflow.com/questions/53844/how-can-i-evaluate-a-c-expression-dynamically). My problem is that I'm in the web environment and cannot save anything to /bin directory. I can compile "in-memory" as the above mentioned link suggests but then I won't be able to "unload" my custom assembly from the current AppDomain. After a while that will become a huge memory problem. Is it possible to open a new AppDomain, compile new assembly "in-memory", evaluate some expression or access some member of that assembly inside of that new AppDomain and kill that AppDomain safely when done, all that without saving anything to a hard drive? Thanks in advance for any links, suggestions, etc.

    Read the article

  • PHP export to text file - Only saving first line.

    - by wertz8090
    I'm trying to export some extracted $_POST information into a text file, however my code is only capturing the first variable and ignoring the rest. I'm saving the information to the text file in this manner: $values = "First Name: $fName\r\n"; $values .= "Last Name: $lName\r\n"; $values .= "Address: $address\r\n"; etc. This is the code I use to write to the text file: $fp = @fopen("person.data", "w") or die("Couldn't open person.data for writing!"); $numBytes = @fwrite($fp, $values) or die("Couldn't write values to file!"); @fclose($fp); Any ideas on why it would only save the first $values ($fName) variable but not the rest of them? It actually saves the first part of the $values string for all of them (so I see Last Name:, Address:, etc. on separate lines in the text file) but the called variables $lName and $address do not appear.

    Read the article

  • How do you preserve the updated_at date field when saving the the database in Symfony?

    - by Failpunk
    This has to be simple... I'm trying to preserve the current date that is already stored in an updated_at field in the DB. I'm updating a single field value in the same row and then saving but I don't want it to update the updated_at field. I want to preserve the existing updated_at value. I only want to do this in one, maybe two situations so I don't need to overwrite the model for every other action in the program. I've tried this: $originalDate = $this->getUpdatedAt(); $this->setUpdatedAt($originalDate); $this->save(); This seems like it should work but still it seems to update the field.

    Read the article

  • What actions does Ubuntu trigger when battery is low?

    - by blueyed
    When the battery is low, the screen gets dimmed after a few seconds already. This appears to be some special power-saving mode, and might be related to the time in org.gnome.settings-daemon.plugins.power.time-low (1200 seconds (20 minutes) the default). While this seems to get triggered by gnome-settings-daemon, I wonder what else Ubuntu does when this happens (e.g. via DBus listeners), or other event listeners that look for a "low battery" state. It seems like something in this regard causes Ubuntu / X / the system to behave more sluggish afterwards (when the laptop is on AC again), and I would like to look into what might be causing this. I could not find anything related via dconf-editor, e.g. in org.gnome.settings-daemon.plugins.power. It appears to get setup via idle_configure in plugins/power/gsd-power-manager.c, but it's probably something more related to something that listens on the DBus interface, which gets notified via e.g.: if (!g_dbus_connection_emit_signal (manager->priv->connection, NULL, GSD_POWER_DBUS_PATH, "org.freedesktop.DBus.Properties", "PropertiesChanged", props_changed, &error)) I could imagine that some "power saving" property gets set, but not unset when AC is available anymore and/or the battery is not low anymore. I have looked at the CPU governor setting (/sys/devices/system/cpu/cpu*/cpufreq/scaling_governor), but it was ondemand. I am using gnome-settings-daemon with awesomeWM on Ubuntu 14.04. gnome-settings-daemon=3.8.6.1-0ubuntu11.1 I've also compared gsd's plugins/power/gsd-power-manager.c with the one from Debian's gnome-settings-daemon-3.12.1, but could not find anything obvious that might have been fixed/changed in this regard. I have managed to trigger the gnome-power-manager's gnome-settings plugin (which dims the screen etc), by patching upower and use it after killing the system's upower daemon. (note that it's probably only energy that is being used by gpm to calculate it by itself). It does not make the system become sluggish.. OTOH I have not heard the speaker's beeping, which might come from the BIOS, which might be involved here, too - or other programs using the kernel's interface on /sys/class/power_supply/BAT0/. --- src/linux/up-device-supply.c.orig 2014-06-07 16:48:32.735920661 +0200 +++ src/linux/up-device-supply.c 2014-06-07 16:48:39.391920525 +0200 @@ -821,6 +821,9 @@ supply->priv->energy_old_first = 0; } + percentage = 3.1f; + time_to_empty = 3*60; + energy = 5; g_object_set (device, "energy", energy, "energy-full", energy_full,

    Read the article

  • Saving NSBitmapImageRep as NSBMPFileType file. Wrong BMP headers and bitmap content

    - by niko34
    I save a NSBitmapImageRep to a BMP file (Snow Leopard). It seems ok when i open it on macos. But it makes an error on my multimedia device (which can show any BMP file from internet). I cannot figure out what is wrong, but when i look inside the file (with the cool hexfiend app on macos), 2 things wrong: the header have a wrong value for the biHeight parameter : 4294966216 (hex=C8FBFFFF) the header have a correct biWidth parameter : 1920 the first pixel in the bitmap content (after 54 bytes headers in BMP format) correspond to the upper left corner of the original image. In the original BMP file and as specified in the BMP format, it should be the down left corner pixel first. To explain the full workflow in my app, i have an NSImageView where i can drag a BMP image. This View is bind to an NSImage. After a drag & drop i have an action to save this image (with some text drawing over it) to a BMP file. Here's the code for saving the new BMP file : CGColorSpaceRefcolorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); CGContextRefcontext = CGBitmapContextCreate(NULL, (int)1920, (int)1080, 8, 4*(int)1920, colorSpace, kCGImageAlphaNoneSkipLast); [duneScreenViewdrawBackgroundWithDuneFolder:self inContext:context inRect:NSMakeRect(0,0,1920,1080) needScale:NO]; if(folderType==DXFolderTypeMovie) { [duneScreenViewdrawSynopsisContentWithDuneFolder:self inContext:context inRect:NSMakeRect(0,0,1920,1080) withScale:1.0]; } CGImageRef backgroundImageRef = CGBitmapContextCreateImage(context); NSBitmapImageRep*bitmapBackgroundImageRef = [[NSBitmapImageRepalloc] initWithCGImage:backgroundImageRef]; NSData*data = [destinationBitmap representationUsingType:NSBMPFileType properties:nil]; [data writeToFile:[NSStringstringWithFormat:@"%@/%@", folderPath,backgroundPath] atomically: YES]; The duneScreenViewdrawSynopsisContentWithDuneFolder method uses CGContextDrawImage to draw the image. The duneScreenViewdrawSynopsis method uses CoreText to draw some text in the same context. Do you know what's wrong?

    Read the article

  • Saving a list of items in Application State ASP.NET MVC ?

    - by Calibre2010
    Hi Guys, I'm having a bit of trouble with knowing how I can save items from a list I have in Application state in the global.asax as- Application[""]. My controller basically takes in some user input, I then pass this to another classes Method as parameters it gets added to a list all the time. This data thats getting added to the list I want to store it, but without using a db. By using Application State. . I have been instantiating this class and calling its method to return the list of items but I dont think Application State is saving it. Here is what I have so far. . protected void Application_Start() { RegisterRoutes(RouteTable.Routes); TimeLineInformation t = new TimeLineInformation(); IList<SWTimeEnvInfoDTO> g = t.getInfo(); Application["AppID"] = g; } ^ Global.asax IList<SWTimeEnvInfoDTO> result = new List<SWTimeEnvInfoDTO>(); public void returnTimeLineInfo(string SWrelease, string EnvName, DateTime SDate, DateTime EDate) { SWTimeEnvInfoDTO myDTO = new SWTimeEnvInfoDTO(); myDTO.softwareReleaseName = SWrelease; myDTO.environmentName = EnvName; myDTO.StartDate = SDate; myDTO.EndDate = EDate; result.Add(myDTO); getInfo(); } public IList<SWTimeEnvInfoDTO> getInfo() { return result; } ^ class im calling The SWTimeEnvInfoDTO type has get and set methods for the data. I am calling the application from a View as well. It works with a string Application["AppID"] = "fgt"; and shows this once i read it from my view.

    Read the article

  • Suitable data structures for saving files in localStorage (HTML5) ?

    - by WmasterJ
    It is nice when there isn't a DB to maintain and users to authenticate. My professor has asked me to convert a recent research project of his that uses Bespin and calculates errors made by users in a code editor as part of his research. The goal is to convert from MySQL to using HTML5 localStorage completely. Doesn't seem so hard to do, even though digging in his code might take some time. Question: I need to store files and state (last placement of cursor and active file). I have already done so by implementing the recommendations in another stackoverflow thread. But would like your input considering how to structure the content to use. My current solution Hashmap like solution with javascript objects: files = {}; // later, saving files[fileName] = data; And then storing in localStorage using some recommendations localStorage.setObject("files", files); // Note that setObject(key, data) does not exist but is added // using Storage.prototype.setObject = function() {... Currently I'm also considering using some type of numeric id. So that names can be changed without any hassle renaming the key in the hashmap. What is your opinion on the way it is solved and would you do it any differently?

    Read the article

  • Saving image to the existing file throws "A generic error occurred in GDI+" error.

    - by ryan
    i am trying to create a overlapped image using different images,then saving to a particular location. so that i can use generated image(overlapped img) in my telerik reporting. it is important to me to save the overlapped image to the same location with same name. but generating this overlapped image second time throws throws "A generic error occurred in GDI+" error. Please help me with this. It seems i can not override the existing image file. i tried deleting the existing image every time i generate the new one. but its not allowing me deleting the file ,may be it is used by telerik reporting. Here is the image create method which takes the baseimage path, sectionimage path and the reportimage path (this is the target locationenter code here) public static void Creat(List<string> sectionNames, string reportImagePath, string baseImagePath) { var file = Image.FromFile(baseImagePath); Graphics g = Graphics.FromImage(file); foreach (var sectionName in sectionNames) { var image = Image.FromFile(sectionName); g.DrawImage(image, new PointF(0.0F, 0.0F)); } file.Save(reportImagePath, ImageFormat.Png); file.Dispose(); }

    Read the article

  • C# struct with object as data member

    - by source-energy
    As we know, in C# structs are passed by value, not by reference. So if I have a struct with the following data members: private struct MessageBox { // data members private DateTime dm_DateTimeStamp; // a struct type private TimeSpan dm_TimeSpanInterval; // also a struct private ulong dm_MessageID; // System.Int64 type, struct private String dm_strMessage; // an object (hence a reference is stored here) // more methods, properties, etc ... } So when a MessageBox is passed as a parameter, a COPY is made on the stack, right? What does that mean in terms of how the data members are copied? The first two are struct types, so copies should be made of DateTime and TimeSpan. The third type is a primitive, so it's also copied. But what about the dm_strMessage, which is a reference to an object? When it's copied, another reference to the same String is created, right? The object itself resides in the heap, and is NOT copied (there is only one instance of it on the heap.) So now we have to references to the same object of type String. If the two references are accessed from different threads, it's conceivable that the String object could be corrupted by being modified from two different directions simultaneously. The MSDN documentation says that System.String is thread safe. Does that mean that the String class has a built-in mechanism to prevent an object being corrupted in exactly the type of situation described here? I'm trying to figure out if my MessageBox struct has any potential flaws / pitfalls being a structure vs. a class. Thanks for any input. Source.Energy.

    Read the article

  • I cannot save php.ini in ubuntu 12.04

    - by Ashok KS
    I want to change the upload_max_filesize = 2M to 50M, then I started edit on php.ini, but when try to save it, it displays error message below Could not create a backup file while saving /etc/php5/apache2/php.ini gedit could not back up the old copy of the file before saving the new one. You can ignore this warning and save the file anyway, but if an error occurs while saving, you could lose the old copy of the file. Save anyway?

    Read the article

  • Saving music wisely: Why save 'Queen - Bohemian Rhapsody.mp3' millions of times?

    - by hsmit
    As far as I'm concerned, Queen's song 'bohemian rhapsody' is one of the most popular songs all time. But for the purpose of this message you may replace this with another track. At the same time I think 60% of the digital-music listeners have this track. Sometimes we have multiple copies: different versions of the track, different devices, unwanted duplicates in download folders, itunes folders etc.. Wouldn't it be much smarter to store these songs only once? You can imagine various solutions for this. How would you accomplish this? Some criteria that may help you find an answer: It must reduce disk space It must remember which music belongs to you (DRM) It must use network traffic efficiently

    Read the article

  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

    Read the article

  • Asus P8P67 Rev. 3.1 Motherboard issues powering on and saving settings

    - by Scott
    Edit: New Information Have some updated information from the old question below: So basically my issue right now is somewhat similar, but I've been able to rule out a couple of things. I don't think this has anything to do with light on the motherboard. No matter what lights are on/off on the motherboard when the computer is off, they don't affect this issue. The main power LED on the Mobo is always lit when the power supply is turned on, and that's what matters anyway. Even when the main power LED is on, the PC will NOT boot up the first time I hit the power switch. I have to go reset the power supply (make all lights turn off on the Mobo and back on), and THEN hit the power switch. Then everything boots up. Also, the BIOS settings are reset every time this happens. Asus Tech Support told me to try jumping the power with something metal to try and rule out that it's a problem with the connectors getting power, or if it's a problem with the case power switch pins - haven't done that yet though. Any ideas? This is a lot simpler than it was before when I thought it had to do with certain LED indicators for RAM, EPU, etc. Original Question So I built my new desktop just about 3 weeks ago. I've been having a few issues which I think are all related to my motherboard, an Asus P8P67 Revision 3.1, but I'm not 100% sure as this is really the first from-scratch build I've ever done. I've posted these questions on the Asus forums, Asus Tech Support, and the Corsair forums as well as I thought it might have something to do with my power supply at one point. None of these avenues have solved my issue until now completely, so I thought I'd come here to see what you guys think. Here's what's happening: My computer is off, and I go to power it on. I press the power switch on the case (Antec Nine Hundred), and nothing seems to happen. Upon further inspection, I see that what this actually does is simply turn on the EPU LED on my motherboard, but doesn't actually boot anything up. I then have to go and flip the main power switch on the power supply off and back on. What this does is turn off all lights on the Motherboard after a few seconds, and turn them all back on (including the EPU LED that was off before I hit the power switch the first time). Now, hitting the power switch works. The machine boots up fine, and starts going through the boot up process. As a side note: My Motherboard is set to "Force BIOS", and every single time I change this to do the opposite, the next time my computer boots up that change reverts itself. I think this may be due to the fact that I am doing the hard reset on the power supply each time, but I'm not sure. I had thought that the Motherboard would keep its BIOS settings unless you did something to the Mobo itself - so this may be a related issue, or something else completely. That's basically it. Once it's on, it's on. It works fine, recognizes all of my hardware, and runs great. All fans/lights in the case work great, and I'm getting standard readings. The next time I go to shut the computer down however, I can expect the same exact process getting it up and running, including being forced to go into BIOS and exit again before I can load Windows. Another side note: If I power on my computer using the power switch DIRECTLY after shutting it down, it powers right back on (I think this is because the EPU LED light doesn't have time to turn off). It looks as if as long as the EPU LED is lit up on the motherboard before I hit the power switch on the case, the thing will boot up fine (although this doesn't explain the "Force BIOS" issue, at least it's something). Any ideas? Thanks guys. P.S. - System Specs Asus P8P67 Rev. 3.1 Motherboard Intel Core i7 2600K Processor 16GB (4x4GB) G-Skill 1600 RAM NVIDIA EVGA GTX 570 Video Card Crucial 128GB SSD HD Corsair 850W Power Supply Seagate 2TB HDD

    Read the article

  • Upgraded users to Win7. Now getting "path not found" when saving files or opening attachments

    - by Matt Penner
    We have a Server 2008 AD environment with about 5k users. We just rolled out Windows 7 SP1 (were XP) with great success. However, about once a day we get a few calls that a user opens a file from their Documents (the folder is on the server and redirected), edits it and attempts to save but Win7 reports that the path is not found either because it doesn't exist or no permissions. The only way to fix it is to delete the profile. In addition we get about the same number but different users saying that they cannot open attachments from Outlook 2010 due to no permission. We have to edit the temp Outlook storage path in the registry to fix it (or delete the profile). I think the two issues may be related. What scares us is that we rolled out 1 month ago and had no calls of this nature until about 2 weeks ago. It started off as one or two but seems to be growing. Any ideas? We're going to open a Microsoft ticket but I wanted to seenif anyone else has run into this. Thanks!

    Read the article

< Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >