Search Results

Search found 8215 results on 329 pages for 'high ball'.

Page 28/329 | < Previous Page | 24 25 26 27 28 29 30 31 32 33 34 35  | Next Page >

  • Any high-profile open source finance projects?

    - by Gayle
    Is there a high profile open source project in the finance industry - specifically the investment banking area - that I could contribute to (ideally .NET)? I'd like to beef up my resume in this field. I would prefer something in the algorithmic trading field, but am open to any route (e.g. front-office applications, etc).

    Read the article

  • High performance web (-services) applications

    - by User Friendly
    Hi, I'd like to become a guru in high performance web & web-services applications. What technologies/patterns/skills do you reccomend to look at? Basically, I have good skills at ASP.NET/.NET based web development, but I'd like to know how big things are built (on any platform, not depending on .net technology stack). Thank you.

    Read the article

  • Single-player pong game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. However, I keep getting the error: "Cannot have more than on Screen object", which I can find no references to online really, and I can't make sense of it. I want to eventually make the game more complicated, but I need to make it work first. Help please! Here's the code so far: from livewires import games games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=0) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width-10) games.screen.add(self.score) def update(self): self.y=games.mouse.y self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 self.score.right=games.screen.width-10 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=1 def __init__(self, x, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.left<0: self.end_game() self.destroy() def handle_collide(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy def ball_destroy(self): self.destroy() def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image the_ball=Ball() games.screen.add(the_ball) the_paddle=Paddle() games.screen.add(the_paddle) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

    Read the article

  • Delphi/Pascal training in high school/college/university

    - by Bruce McGee
    Are Delphi/Pascal being taught in any high schools/colleges/universities, particularly in Canada and the US? I was surprised how many schools in the UK are teaching Delphi. Their largest exam board is even dropping PHP/C#/C in 2011 and encouraging Delphi. I also remember that CodeGear was going to provide development tool licenses to Russian schools a couple of years ago. I'd like to know if it's being taught closer to (my) home.

    Read the article

  • Winforms: calling entry form function from a different class

    - by samy
    I'm kinda new to programming and got a question on what is a good practice. I created a class that represents a ball and it has a function Jump() that use 2 timers and get the ball up and down. I know that in Winforms you got to call Invalidate() every time you want to repaint the screen, or part of it. I didn't find a good way to do that, so I reference the form in my class, and called Invalidate() inside my ball class every time I need to repaint to ball movement. (this works but I got a feeling that this is not a good practice) Here is the class I created: public class Ball { public Form1 parent;//----> here is the reference to the form public Rectangle ball; Size size; public Point p; Timer timerBallGoUp = new Timer(); Timer timerBallGDown = new Timer(); public int ballY; public Ball(Size _size, Point _p) { size = _size; p = _p; ball = new Rectangle(p, size); } public void Jump() { ballY = p.Y; timerBallGDown.Elapsed += ballGoDown; timerBallGDown.Interval = 50; timerBallGoUp.Elapsed += ballGoUp; timerBallGoUp.Interval = 50; timerBallGoUp.Start(); } private void ballGoUp(object obj,ElapsedEventArgs e) { p.Y++; ball.Location = new Point(ball.Location.X, p.Y); if (p.Y >= ballY + 50) { timerBallGoUp.Stop(); timerBallGDown.Start(); } parent.Invalidate(); // here i call parent.Invalidate() 1 } private void ballGoDown(object obj, ElapsedEventArgs e) { p.Y--; ball.Location = new Point(ball.Location.X, p.Y); if (p.Y <= ballY) { timerBallGDown.Stop(); timerBallGoUp.Start(); } parent.Invalidate(); // here i call parent.Invalidate() 2 } } I'm wondring if there is a better way to do that? (sorry for my english)

    Read the article

  • High-Quality Text-To-Speech engine for personal use

    - by phihag
    I'm looking for a high-quality TTS engine that I can afford (let's say less than 1000$). So far, I've tried flite and festival. However, while the results are certainly understandable, technical texts are hard to follow. Commercial TTS solutions from Loquendo and Readspeaker sound way better. However, these companies don't seem to be willing to sell their product to mere mortals - I can't find a price on either's homepage. So, what are good TTS solutions for personal use?

    Read the article

  • High speed matrix manipulation in c#?

    - by Donnie
    I'm working on some image manipulation code in c# and need to do some matrix operations (specifically 2D convolution). I have the code written in matlab which uses the conv2 function ... is there a library for C# / .NET that does good high-speed matrix manipulations? I'd be fine if it requires some specific GPU and does the matrix math on-GPU if that's what it takes.

    Read the article

  • High-level languages for out-of-the-box GUI desktop application programming

    - by Omeoe
    After I discontinued programming in C++ while entering into web authoring I was spoilt by PHP's high level constructs like hash tables or its dynamic, weak typing. I remembered the angst of C/C++ pointers and the maze of low-level Win32 API handles and message loops and that prevented me from utilizing environments like Code::Blocks for desktop applications. I am also not very fond of bulky, statically-typed C#/.NET environment. Any other ideas?

    Read the article

  • SetInterval missing property in js class

    - by sebastian
    I wrote simple class in JS witch works, but i had problem when i try use setInterval with it. Ex. if i do something like that ball = new ball(5,10,0, '#canvas'); ball.draw(); ball.draw(); ball.draw(); ball.draw(); It works. But this: ball = new ball(5,10,0, '#canvas'); setInterval(ball.draw, 100); Not work. I get error that values are undefined. function ball (x,y,z,holdingEl) { this.r = 5; //zmienna przechowujaca promien pilki this.size = this.r *2; // zmienna przechowujaca rozmiar this.ballSpeed = 100; // predkosc pilki this.ballWeight = 0.45; // masa pilki this.maxFootContactTime = 0.2; // maksymalny czas kontaktu pilki z noga - stala this.ctx = jQuery(holdingEl)[0].getContext("2d"); // obiekt pilki this.intVal = 100 // predkosc odswiezania this.currentPos = { // wspolrzedne pozycji x: x, y: y, z: z } this.interactionPos = { // wspolrzedne pozycji ostatniej interakcji x: -1, y: -1, z: -1 } this.direct = { // kierunek w kazdej plaszczyznie x : 1, y : 0, z : 0 } this.draw = function (){ this.ctx.clearRect(0,0,1100,800); this.ctx.beginPath(); this.ctx.arc(this.currentPos.x, this.currentPos.y, this.r, 0, Math.PI*2, true); this.ctx.closePath(); this.ctx.fill(); } }

    Read the article

  • procedure that swaps the bytes (low/high) of a Word variable

    - by Altar
    Hi. I have this procedure that swaps the bytes (low/high) of a Word variable (It does the same stuff as System.Swap function). The procedure works when the compiler optimization is OFF but not when it is ON. Can anybody help me with this? { UNSAFE! IT IS NOW WORKING WHEN COMPILER OPTIMIZATION IS ON ! } procedure SwapWord_NotWorking(VAR TwoBytes: word); asm Mov EBX, TwoBytes Mov AX, [EBX] XCHG AL,AH Mov [EBX], AX end;

    Read the article

  • Tips for maximizing Nginx requests/sec?

    - by linkedlinked
    I'm building an analytics package, and project requirements state that I need to support 1 billion hits per day. Yep, "billion". In other words, no less than 12,000 hits per second sustained, and preferably some room to burst. I know I'll need multiple servers for this, but I'm trying to get maximum performance out of each node before "throwing more hardware at it". Right now, I have the hits-tracking portion completed, and well optimized. I pretty much just save the requests straight into Redis (for later processing with Hadoop). The application is Python/Django with a gunicorn for the gateway. My 2GB Ubuntu 10.04 Rackspace server (not a production machine) can serve about 1200 static files per second (benchmarked using Apache AB against a single static asset). To compare, if I swap out the static file link with my tracking link, I still get about 600 requests per second -- I think this means my tracker is well optimized, because it's only a factor of 2 slower than serving static assets. However, when I benchmark with millions of hits, I notice a few things -- No disk usage -- this is expected, because I've turned off all Nginx logs, and my custom code doesn't do anything but save the request details into Redis. Non-constant memory usage -- Presumably due to Redis' memory managing, my memory usage will gradually climb up and then drop back down, but it's never once been my bottleneck. System load hovers around 2-4, the system is still responsive during even my heaviest benchmarks, and I can still manually view http://mysite.com/tracking/pixel with little visible delay while my (other) server performs 600 requests per second. If I run a short test, say 50,000 hits (takes about 2m), I get a steady, reliable 600 requests per second. If I run a longer test (tried up to 3.5m so far), my r/s degrades to about 250. My questions -- a. Does it look like I'm maxing out this server yet? Is 1,200/s static files nginx performance comparable to what others have experienced? b. Are there common nginx tunings for such high-volume applications? I have worker threads set to 64, and gunicorn worker threads set to 8, but tweaking these values doesn't seem to help or harm me much. c. Are there any linux-level settings that could be limiting my incoming connections? d. What could cause my performance to degrade to 250r/s on long-running tests? Again, the memory is not maxing out during these tests, and HDD use is nil. Thanks in advance, all :)

    Read the article

  • how to fast compute distance between high dimension vectors

    - by chyojn
    assume there are three group of high dimension vectors: {a_1, a_2, ..., a_N}, {b_1, b_2, ... , b_N}, {c_1, c_2, ..., c_N}. each of my vector can be represented as: x = a_i + b_j + c_k, where 1 <=i, j, k <= N. then the vector is encoded as (i, j, k) wich is then can be decoded as x = a_i + b_j + c_k. my question is, if there are two vector: x = (i_1, j_1, k_1), y = (i_2, j_2, k_2), is there a method to compute the euclidian distance of these two vector without decode x and y.

    Read the article

  • High accuracy cpu timers

    - by John Robertson
    An expert in highly optimized code once told me that an important part of his strategy was the availability of extremely high performance timers on the CPU. Does anyone know what those are and how one can access them to test various code optimizations? While I am interested regardless, I also wanted to ask whether it is possible to access them from something higher than assembly (or with only a little assembly) via visual studio C++?

    Read the article

  • Networking with extremely high latency.

    - by BCS
    Are there any protocols, systems, etc. experimental or otherwise designed for allowing normal (as normal as can be) network operations (E-mail, DNS, HTML, etc.) over very high latency links? I'm thinking of minutes to an hour, or maybe two. Think light speed lag at a solar system scale.

    Read the article

  • Why does Java think my object is a variable?

    - by user2896898
    Ok so I'm trying to make a simple pong game. I have a paddle that follows the mouse and a ball that bounces around. I wrote a method collidesWith(Sprite s) inside of my Sprite class that checks if the ball collides with the paddle (this works and isn't the problem). I have two objects extending my sprite class, a ball and a paddle object. So inside of my ball class I'm trying to check if it collides with the paddle. So I've tried if(this.collidesWith(paddle) == true){ System.out.println("They touched"); } I've also tried ball.collidesWith(paddle) and other combinations but it always says the same thing about the paddle (and the ball when I use ball.collidesWith) "Cannot find symbol. Symbol: variable paddle(or ball). Location: class Ball" So if I'm reading this right, it thinks that the paddle (and ball) are variables and it's complaining because it can't find them. How can I make it understand I am passing in objects, not variables? For extra information, an earlier assignment had me make two boxes and for them to change colors when they were colliding. In that assignment I used very similar code to above with if(boxOne.collidesWith(boxTwo) == true){ System.out.println("yes"); } And in this code it worked just fine. The program knew that boxOne and boxTwo were child classes of my Sprite class. Anyone know why they wouldn't work the same?

    Read the article

  • iptable CLUSTERIP won't work

    - by Rad Akefirad
    We have some requirements which explained here. We tried to satisfy them without any success as described. Here is the brief information: Here are requirements: 1. High Availability 2. Load Balancing Current Configuration: Server #1: one static (real) IP for each 10.17.243.11 Server #2: one static (real) IP for each 10.17.243.12 Cluster (virtual and shared among all servers) IP: 10.17.243.15 I tried to use CLUSTERIP to have the cluster IP by the following: on the server #1 iptables -I INPUT -i eth0 -d 10.17.243.15 -j CLUSTERIP --new --hashmode sourceip --clustermac 01:00:5E:00:00:20 --total-nodes 2 --local-node 1 on the server #2 iptables -I INPUT -i eth0 -d 10.17.243.15 -j CLUSTERIP --new --hashmode sourceip --clustermac 01:00:5E:00:00:20 --total-nodes 2 --local-node 2 When we try to ping 10.17.243.15 there is no reply. And the web service (tomcat on port 8080) is not accessible either. However we managed to get the packets on both servers by using TCPDUMP. Some useful information: iptable roules (iptables -L -n -v): Chain INPUT (policy ACCEPT 21775 packets, 1470K bytes) pkts bytes target prot opt in out source destination 0 0 CLUSTERIP all -- eth0 * 0.0.0.0/0 10.17.243.15 CLUSTERIP hashmode=sourceip clustermac=01:00:5E:00:00:20 total_nodes=2 local_node=1 hash_init=0 Chain FORWARD (policy ACCEPT 0 packets, 0 bytes) pkts bytes target prot opt in out source destination Chain OUTPUT (policy ACCEPT 14078 packets, 44M bytes) pkts bytes target prot opt in out source destination Log messages: ... kernel: [ 7.329017] e1000e: eth3 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None ... kernel: [ 7.329133] e1000e 0000:05:00.0: eth3: 10/100 speed: disabling TSO ... kernel: [ 7.329567] ADDRCONF(NETDEV_CHANGE): eth3: link becomes ready ... kernel: [ 71.333285] ip_tables: (C) 2000-2006 Netfilter Core Team ... kernel: [ 71.341804] nf_conntrack version 0.5.0 (16384 buckets, 65536 max) ... kernel: [ 71.343168] ipt_CLUSTERIP: ClusterIP Version 0.8 loaded successfully ... kernel: [ 108.456043] device eth0 entered promiscuous mode ... kernel: [ 112.678859] device eth0 left promiscuous mode ... kernel: [ 117.916050] device eth0 entered promiscuous mode ... kernel: [ 140.168848] device eth0 left promiscuous mode TCPDUMP while pinging: tcpdump: listening on eth0, link-type EN10MB (Ethernet), capture size 65535 bytes 12:11:55.335528 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto ICMP (1), length 84) 10.17.243.1 > 10.17.243.15: ICMP echo request, id 16162, seq 2390, length 64 12:11:56.335778 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto ICMP (1), length 84) 10.17.243.1 > 10.17.243.15: ICMP echo request, id 16162, seq 2391, length 64 12:11:57.336010 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto ICMP (1), length 84) 10.17.243.1 > 10.17.243.15: ICMP echo request, id 16162, seq 2392, length 64 12:11:58.336287 IP (tos 0x0, ttl 64, id 0, offset 0, flags [DF], proto ICMP (1), length 84) 10.17.243.1 > 10.17.243.15: ICMP echo request, id 16162, seq 2393, length 64 And there is no ping reply as I said. Does anyone know which part I missed? Thanks in advance.

    Read the article

  • Multiple data centers and HTTP traffic: DNS Round Robin is the ONLY way to assure instant fail-over?

    - by vmiazzo
    Hi, Multiple A records pointing to the same domain seem to be used almost exclusively to implement DNS Round Robin as a cheap load balancing technique. The usual warning against DNS RR is that it is not good for high availability. When 1 IP goes down clients will continue to use it for minutes. A load balancer is often suggested as a better choice. Both claims are not completely true: When the traffic is HTTP then, most of the HTML browsers are able to automatically try the next A record if the previous is down, without a new DNS look-up. Read here chapter 3.1 and here. When multiple data centers are involved then, DNS RR is the only option to distribute traffic across them. So, is it true that, with multiple data centers and HTTP traffic, the use of DNS RR is the ONLY way to assure instant fail-over when one data center goes down? Thanks, Valentino Edit: Off course each data center has a local Load Balancer with hot spare. It's OK to sacrifice session affinity for an instant fail-over. AFAIK the only way for a DNS to suggest a data center instead of another is to reply with just the IP (or IPs) associated to that data center. If the data center becomes unreachable then all those IP are also unreachables. This means that, even if smart HTML browsers are able to instantly try another A record , all the attempts will fail until the local cache entry expires and a new DNS lookup is done, fetching the new working IPs (I assume DNS automatically suggests to a new data center when one fail). So, "smart DNS" cannot assure instant fail-over. Conversely a DNS round-robin permits it. When one data center fail, the smart HTML browsers (most of them) instantly try the other cached A records jumping to another (working) data center. So, DNS round-robin doesn't assure session affinity or the lowest RTT but seems to be the only way to assure instant fail-over when the clients are "smart" HTML browsers. Edit 2: Some people suggest TCP Anycast as a definitive solution. In this paper (chapter 6) is explained that Anycast fail-over is related to BGP convergence. For this reason Anycast can employ from 15 minutes to 20 seconds to complete. 20 seconds are possible on networks where the topology was optimized for this. Probably just CDN operators can grant such fast fail-overs. Edit 3:* I did some DNS look-ups and traceroutes (maybe some expert can double check) and: The only CDN using TCP Anycast seems to be CacheFly, other operators like CDN networks and BitGravity use CacheFly. Seems that their edges cannot be used as reverse proxies. Therefore, they cannot be used to grant instant failover. Akamai and LimeLight seems to use geo-aware DNS. But! They return multiple A records. From traceroutes seems that the returned IPs are on the same data center. So, I'm puzzled on how they can offer a 100% SLA when one data center goes down.

    Read the article

  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

    Read the article

  • How to get colliding effect or bouncy when ball hits the track.

    - by Chandan Shetty SP
    I am using below formula to move the ball circular, where accelX and accelY are the values from accelerometer, it is working fine. But the problem in this code is mRadius (I fixed its value to 50), i need to change mRadius according to accelerometer values and also i need bouncing effect when it touches the track. Currently i am developing code by assuming only one ball is on the board. float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); Here is the snap of the game i want to develop: Updated: I am sending the updated code... mRadius = 5; mRange = NSMakeRange(0,60); -(void) updateBall: (UIAccelerationValue) accelX withY:(UIAccelerationValue)accelY { float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); //self.targetRect is rect of ball Object self.targetRect = CGRectMake(newX, newY, 8, 9); self.currentRect = self.targetRect; //http://books.google.co.in/books?id=WV9glgdrrrUC&pg=PA455#v=onepage&q=&f=false static NSDate *lastDrawTime; if(lastDrawTime!=nil) { NSTimeInterval secondsSinceLastDraw = -([lastDrawTime timeIntervalSinceNow]); ballXVelocity = ballXVelocity + (accelX * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; ballYVelocity = ballYVelocity + -(accelY * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; distXTravelled = distXTravelled + secondsSinceLastDraw * ballXVelocity * 50; distYTravelled = distYTravelled + secondsSinceLastDraw * ballYVelocity * 50; CGRect temp = self.targetRect; temp.origin.x += distXTravelled; temp.origin.y += distYTravelled; int radius = (temp.origin.x - cCentrePoint.x) / cos(degreesToRadians(degrees)); if( !NSLocationInRange(abs(radius),mRange)) { //Colided with the tracks...Need a better logic here ballXVelocity = -ballXVelocity; } else { // Need a better logic here self.targetRect = temp; } //NSLog(@"angle = %f",degrees); } [lastDrawTime release]; lastDrawTime = [ [NSDate alloc] init]; } In the above code i have initialized mRadius and mRange(indicate track) to some constant for testing, i am not getting the moving of the ball as i expected( bouncing effect when Collided with track ) with respect to accelerometer. Help me to recognize where i went wrong or send some code snippets or links which does the similar job. I am searching for better logic than my code, if you found share with me.

    Read the article

  • Too many apache processes, killing the CPU

    - by RULE101
    I am noticed that too many apache processes killing the CPU in my dedicated server. 14193 (Trace) (Kill) nobody 0 66.1 0.0 /usr/local/apache/bin/httpd -k start -DSSL 14128 (Trace) (Kill) nobody 0 65.9 0.0 /usr/local/apache/bin/httpd -k start -DSSL 14136 (Trace) (Kill) nobody 0 65.9 0.0 /usr/local/apache/bin/httpd -k start -DSSL 14129 (Trace) (Kill) nobody 0 65.8 0.0 /usr/local/apache/bin/httpd -k start -DSSL 13419 (Trace) (Kill) nobody 0 65.7 0.0 /usr/local/apache/bin/httpd -k start -DSSL 13421 (Trace) (Kill) nobody 0 65.7 0.0 /usr/local/apache/bin/httpd -k start -DSSL 13426 (Trace) (Kill) nobody 0 65.7 0.0 /usr/local/apache/bin/httpd -k start -DSSL 13428 (Trace) (Kill) nobody 0 65.7 0.0 /usr/local/apache/bin/httpd -k start -DSSL 13429 (Trace) (Kill) nobody 0 65.7 0.0 /usr/local/apache/bin/httpd -k start -DSSL 12173 (Trace) (Kill) nobody 0 65.5 0.0 /usr/local/apache/bin/httpd -k start -DSSL 14073 (Trace) (Kill) nobody 0 65.5 0.0 /usr/local/apache/bin/httpd -k start -DSSL I am getting high load email notification from cpanel during the day. FROM httpd.conf Include "/usr/local/apache/conf/includes/pre_main_global.conf" Include "/usr/local/apache/conf/includes/pre_main_2.conf" LoadModule bwlimited_module modules/mod_bwlimited.so LoadModule h264_streaming_module /usr/local/apache/modules/mod_h264_streaming.so AddHandler h264-streaming.extensions .mp4 Include "/usr/local/apache/conf/php.conf" Include "/usr/local/apache/conf/includes/errordocument.conf" ErrorLog "logs/error_log" ScriptAliasMatch ^/?controlpanel/?$ /usr/local/cpanel/cgi-sys/redirect.cgi ScriptAliasMatch ^/?cpanel/?$ /usr/local/cpanel/cgi-sys/redirect.cgi ScriptAliasMatch ^/?kpanel/?$ /usr/local/cpanel/cgi-sys/redirect.cgi ScriptAliasMatch ^/?securecontrolpanel/?$ /usr/local/cpanel/cgi-sys/sredirect.cgi ScriptAliasMatch ^/?securecpanel/?$ /usr/local/cpanel/cgi-sys/sredirect.cgi ScriptAliasMatch ^/?securewhm/?$ /usr/local/cpanel/cgi-sys/swhmredirect.cgi ScriptAliasMatch ^/?webmail/?$ /usr/local/cpanel/cgi-sys/wredirect.cgi ScriptAliasMatch ^/?whm/?$ /usr/local/cpanel/cgi-sys/whmredirect.cgi RewriteEngine on AddType text/html .shtml Alias /akopia /usr/local/cpanel/3rdparty/interchange/share/akopia/ Alias /bandwidth /usr/local/bandmin/htdocs/ Alias /img-sys /usr/local/cpanel/img-sys/ Alias /interchange /usr/local/cpanel/3rdparty/interchange/share/interchange/ Alias /interchange-5 /usr/local/cpanel/3rdparty/interchange/share/interchange-5/ Alias /java-sys /usr/local/cpanel/java-sys/ Alias /mailman/archives /usr/local/cpanel/3rdparty/mailman/archives/public/ Alias /pipermail /usr/local/cpanel/3rdparty/mailman/archives/public/ Alias /sys_cpanel /usr/local/cpanel/sys_cpanel/ ScriptAlias /cgi-sys /usr/local/cpanel/cgi-sys/ ScriptAlias /mailman /usr/local/cpanel/3rdparty/mailman/cgi-bin/ <Directory "/"> AllowOverride All Options All </Directory> <Directory "/usr/local/apache/htdocs"> Options All AllowOverride None Require all granted </Directory> <Files ~ "^error_log$"> Order allow,deny Deny from all Satisfy All </Files> <Files ".ht*"> Require all denied </Files> <IfModule log_config_module> LogFormat "%h %l %u %t \"%r\" %>s %b \"%{Referer}i\" \"%{User-Agent}i\"" combined LogFormat "%h %l %u %t \"%r\" %>s %b" common CustomLog "logs/access_log" common <IfModule logio_module> LogFormat "%h %l %u %t \"%r\" %>s %b \"%{Referer}i\" \"%{User-Agent}i\" %I %O" combinedio </IfModule> </IfModule> <IfModule alias_module> ScriptAlias /cgi-bin/ "/usr/local/apache/cgi-bin/" </IfModule> <Directory "/usr/local/apache/cgi-bin"> AllowOverride None Options All Require all granted </Directory> <IfModule mime_module> TypesConfig conf/mime.types AddType application/x-compress .Z AddType application/x-gzip .gz .tgz </IfModule> <IfModule prefork.c> Mutex default mpm-accept </IfModule> <IfModule mod_log_config.c> LogFormat "%h %l %u %t \"%r\" %>s %b \"%{Referer}i\" \"%{User-Agent}i\"" combined LogFormat "%h %l %u %t \"%r\" %>s %b" common LogFormat "%{Referer}i -> %U" referer LogFormat "%{User-agent}i" agent CustomLog logs/access_log common </IfModule> <IfModule worker.c> Mutex default mpm-accept </IfModule> # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # Direct modifications to the Apache configuration file may be lost upon subsequent regeneration of the # # configuration file. To have modifications retained, all modifications must be checked into the # # configuration system by running: # # /usr/local/cpanel/bin/apache_conf_distiller --update # # To see if your changes will be conserved, regenerate the Apache configuration file by running: # # /usr/local/cpanel/bin/build_apache_conf # # and check the configuration file for your alterations. If your changes have been ignored, then they will # # need to be added directly to their respective template files. # # # # It is also possible to add custom directives to the various "Include" files loaded by this httpd.conf # # For detailed instructions on using Include files and the apache_conf_distiller with the new configuration # # system refer to the documentation at: http://www.cpanel.net/support/docs/ea/ea3/customdirectives.html # # # # This configuration file was built from the following templates: # # /var/cpanel/templates/apache2/main.default # # /var/cpanel/templates/apache2/main.local # # /var/cpanel/templates/apache2/vhost.default # # /var/cpanel/templates/apache2/vhost.local # # /var/cpanel/templates/apache2/ssl_vhost.default # # /var/cpanel/templates/apache2/ssl_vhost.local # # # # Templates with the '.local' extension will be preferred over templates with the '.default' extension. # # The only template updated by the apache_conf_distiller is main.default. # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # PidFile logs/httpd.pid # Defined in /var/cpanel/cpanel.config: apache_port Listen 0.0.0.0:80 User nobody Group nobody ExtendedStatus On ServerAdmin [email protected] ServerName server.powerlabel.net LogLevel warn # These can be set in WHM under 'Apache Global Configuration' Timeout 300 ServerSignature On <IfModule prefork.c> </IfModule> RewriteEngine on RewriteMap LeechProtect prg:/usr/local/cpanel/bin/leechprotect Mutex file:/usr/local/apache/logs rewrite-map <IfModule !mod_ruid2.c> UserDir public_html </IfModule> <IfModule mod_ruid2.c> UserDir disabled </IfModule> # DirectoryIndex is set via the WHM -> Service Configuration -> Apache Setup -> DirectoryIndex Priority DirectoryIndex index.html.var index.htm index.html index.shtml index.xhtml index.wml index.perl index.pl index.plx index.ppl index.cgi index.jsp index.js index.jp index.php4 index.php3 index.php index.phtml default.htm default.html home.htm index.php5 Default.html Default.htm home.html # SSLCipherSuite can be set in WHM under 'Apache Global Configuration' SSLPassPhraseDialog builtin SSLUseStapling on SSLStaplingCache shmcb:/usr/local/apache/logs/stapling_cache_shmcb(256000) SSLSessionCache shmcb:/usr/local/apache/logs/ssl_gcache_data_shmcb(1024000) SSLSessionCacheTimeout 300 Mutex file:/usr/local/apache/logs ssl-cache SSLRandomSeed startup builtin SSLRandomSeed connect builtin # Defined in /var/cpanel/cpanel.config: apache_ssl_port Listen 0.0.0.0:443 AddType application/x-x509-ca-cert .crt AddType application/x-pkcs7-crl .crl AddHandler cgi-script .cgi .pl .plx .ppl .perl AddHandler server-parsed .shtml AddType text/html .shtml AddType application/x-tar .tgz AddType text/vnd.wap.wml .wml AddType image/vnd.wap.wbmp .wbmp AddType text/vnd.wap.wmlscript .wmls AddType application/vnd.wap.wmlc .wmlc AddType application/vnd.wap.wmlscriptc .wmlsc <Location /whm-server-status> SetHandler server-status Order deny,allow Deny from all Allow from 127.0.0.1 </Location> # SUEXEC is supported Include "/usr/local/apache/conf/includes/pre_virtualhost_global.conf" Include "/usr/local/apache/conf/includes/pre_virtualhost_2.conf" What can cause this and how can i fix it ?

    Read the article

  • High volume SVM (machine learning) system

    - by flyingcrab
    I working on a possible machine learning project that would be expected to do high speed computations for machine learning using SVM (support vector machines) and possibly some ANN. I'm resonably comfortable working on matlab with these, but primarly in small datasets, just for experimentation. I'm wondering if this matlab based approach will scale? or should i be looking into something else? C++ / gpu based computing? java wrapping of the matlab code and pushing it onto app engine? Incidentally, there seems to be a lot fo literature on GPUs, but not much on how useful they are on machine learning applications using matlab, & the cheapest CUDA enlabled GPU money can buy? is it even worth the trouble?

    Read the article

< Previous Page | 24 25 26 27 28 29 30 31 32 33 34 35  | Next Page >