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  • Should class IOException in Java have been an unchecked RuntimeException?

    - by Derek Mahar
    Do you agree that the designers of Java class java.io.IOException should have made it an unchecked run-time exception derived from java.lang.RuntimeException instead of a checked exception derived only from java.lang.Exception? I think that class IOException should have been an unchecked exception because there is little that an application can do to resolve problems like file system errors. However, in When You Can't Throw An Exception, Elliotte Rusty Harold claims that most I/O errors are transient and so you can retry an I/O operation several times before giving up: For instance, an IOComparator might not take an I/O error lying down, but — because many I/O problems are transient — you can retry a few times, as shown in Listing 7: Is this generally the case? Can a Java application correct I/O errors or wait for the system to recover? If so, then it is reasonable for IOException to be checked, but if it is not the case, then IOException should be unchecked so that business logic can delegate handling of this exception to a separate system error handler.

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  • What benefits can Java developer have from moving to a *NIX platform?

    - by dave-keiture
    Hi everyone, A friend of mine is a Java developer, who's using *NIX for ages. He claims that *NIX is for real Java geeks, whereas WIN is for dummies (and I'm one of them, according to him) and girls. When I ask him to argue his position, and explain, what's so good for Java developer on *NIX, he starts talking about console, wget, curl and grep. But sorry, wget and curl analogues exist for the WIN platform as well. As for the console - I'm using FAR Commander, and have access to the command line when I need. Moreover, even if I decide moving to *NIX, I will certainly use Netbeans or Eclipse on it, so there will be no big difference. Guys, who use Java on *NIX, could you please give me some real killer examples, when *NIX (any util or technique) dramatically increases Java development productivity (in the way the hints are given in "The Pragmatic Programmer"), or, which is also important, gives more fun from the process. Thanks in advance!

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  • What benefits can Java developer have moving to a *NIX platform?

    - by dave-keiture
    Hi everyone, A friend of mine is a Java developer, who's using *NIX for ages. He claims that *NIX is for real Java geeks, whereas WIN is for dummies (and I'm one of them, according to him) and girls. When I ask him to argue his position, and explain, what's so good for Java developer on *NIX, he starts talking about console, wget, curl and grep. But sorry, wget and curl analogues exist for the WIN platform as well. As for the console - I'm using FAR Commander, and have access to the command line when I need. Moreover, even if I decide moving to *NIX, I will certainly use Netbeans or Eclipse there, so there will be no big difference. Guys, who use Java on *NIX, could you please give me a real killer examples, when *NIX (any util or technique) dramatically increases Java development productivity (in the way the hints are given in "The Pragmatic Programmer"), or, which is also important, gives more fun from the process. Thanks in advance!

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  • How can I do block-oriented disk I/O with Java? Or similar for a B+ tree

    - by Sanoj
    I would like to implement an B+ tree in Java and try to optimize it for disk based I/O. Is there an API for accessing individual disk blocks from Java? or is there an API that can do similar block-oriented access that fits my purpose? I would like to create something like Tokyo Cabinet in 100% Java. Is there anyone that knows what Java only databases like JavaDB is using in the back-end for this? I know that there are probably other languages than Java that can do this better, but I do this in a learning purpose only.

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  • Editing/Modifying a .java file programmatically? (not the .class file)

    - by Jay
    So, here is a piece of code using CodeModel that generates java code: JCodeModel cm = new JCodeModel(); JDefinedClass dc = cm._class("foo.Bar"); JMethod m = dc.method(0, int.class, "foo"); m.body()._return(JExpr.lit(5)); File f = new File("C:/target/classes"); f.mkdirs(); cm.build(f); This code generates a .java file: package foo; public class Bar { int foo() { return 5; } } However, I DO NOT want CodeModel to create a new java file for me. I do have a .java file already and would like to add a few lines of code to a method inside it. So, I would like the API to modify the java file directly/ create a modified copy of it. Is there a way to doing this?

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  • How do you convert date taken from a bash script to milliseconds in java program?

    - by Matt Pascoe
    I am writing a piece of code in java that needs to take a time sent from a bash script and parse the time to milliseconds. When I check the millisecond conversion on the date everything is correct except for the month I have sent which is January instead of March. Here is the variable I create in the bash script, which later in the script I pass to the java program: TIME=`date +%m%d%Y_%H:%M:%S` Here is the java code which parses the time to milliseconds: String dt = "${scriptstart}"; java.text.SimpleDateFormat scriptStart = new java.text.SimpleDateFormat("MMDDyyyy_HH:mm:ss"); long start = scriptStart.parse(dt).getTime(); The goal of this statement is to find the elapsed time between the start of the script and the current system time. To troubleshoot this I printed out the two: System Time = 1269898069496 (converted = Mon Mar 29 2010 16:27:49 GMT-0500 (Central Daylight Time)) Script Start = 03292010_16:27:45 Script Start in Milli = 1264804065000 (Converted = Fri Jan 29 2010 16:27:45 GMT-0600 (Central Standard Time))

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  • How to get the field name of a java (weak) reference pointing to an object in an other class?

    - by Tom
    Imagine I have the following situation: Test1.java import java.lang.ref.WeakReference; public class Test1 { public WeakReference fieldName; public init() { fieldName = new WeakReference(this); Test2.setWeakRef(fieldName); } } Test2.java import java.lang.ref.WeakReference; public class Test2 { public static setWeakRef(WeakReference weakRef) { //at this point I got weakRef in an other class.. now, how do I get the field name this reference was created with? So that it returns exactly "fieldName", because that's the name I gave it in Test1.java? } } At the location of the comment I received the weak reference created in an other class. How would I retreive the field name that this weak reference was created with, in this case "fieldName"? Thanks in advance.

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  • In Java how instance of and type cast(i.e (ClassName)) works on proxy object ?

    - by learner
    Java generates a proxy class for a given interface and provides the instance of the proxy class. But when we type cast the proxy object to our specific Object, how java handles this internally? Is this treated as special scenario? For example I have class 'OriginalClass' and it implements 'OriginalInterface', when I create proxy object by passing 'OriginalInterface' interface java created proxy class 'ProxyClass' using methods in the provided interface and provides object of this class(i.e ProxyClass). If my understanding is correct then can you please answer following queries 1) When I type cast object of ProxyClass to my class OriginalClass this works, but how java is allowing this? Same in case of instace of? 2) As my knowledge java creates a proxy class only with the methods, but what happen when I try to access attributes on this object? 3) Only interface methods are getting implemented in Proxy, but what happens when I try to access a method which not in interface and only mentioned in the class? Thanks, Student

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  • What features of Scala cannot be translated to Java?

    - by Paul
    The Scala compiler compiles direct to Java byte code (or .NET CIL). Some of the features of Scala could be re-done in Java straightforwardly (e.g. simple for comprehensions, classes, translating anonymous/inner functionc etc). What are the features that cannot be translated that way? That is presumably mostly of academic interest. More usefully, perhaps, what are the key features or idioms of Scala that YOU use that cannot be easily represented in Java? Are there any the other way about? Things that can be done straightforwardly in Java that have no straightforward equivalent in Scala? Idioms in Java that don't translate?

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  • Aside from performance concerns, is Java still chosen over Groovy/JRuby etc.?

    - by yar
    [This is an empirical question about the state-of-the-art: I am NOT asking if Java is cooler or less cool than the dynamic languages that work in the JVM.] Aside from cases where performance is a main decision factor, do companies/developers still willingly chose Java over Groovy, JRuby or JPython? Personal Note: The reason I am asking is that, while I do some subset of my professional work in Ruby (not JRuby, for now), in my personal projects I use Java. While I have written non-trivial apps in Groovy, I prefer Java, but I wonder if I should just get over it and do everything in Groovy. I like Java because I feel that static typing saves me time and aids refactoring. (No, I am not familiar with Scala.) However, I feel that this very empirical, on-topic programming question may inform my decision.

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  • How much Java should I have learnt before trying Android programming?

    - by Sidney Yin
    Hi - I have been seeking beginner learning books in Android, and of course found out that I should learn Java first. So I began studying Java and now I am quite comfortable with objects, classes, inheritance, interfaces, and just moved onto Layouts in Swing as well as Swing Features. But I am starting to wonder.... do I know enough about Java now? Can I start programming Android yet? Of course I can keep going in Java, but have been itching to begin programming Android apps. Any definitive answer here about how much Java I need to know before Android? Thanks so much!

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  • Need help with this question: Write Java code which reads numbers from the keyboard.....

    - by Chris
    Write Java code which reads numbers from the keyboard until zero is entered. Only the positive numbers entered are to be added to a variable-sized collection. This is what I have so far: import java.lang.*; import java.util.*; import java.io.*; import java.net.*; public class Demo1App extends Object { public static void main(String[] argStrings) throws Exception { ArrayList myArrayList = new ArrayList(); Scanner input = new Scanner(System.in); System.out.println ("NUMBERS:"); while (int input > 0) { myArrayList.add(input); } while (int input < 0) { System.out.println ("ENTER NUMBERS GREATER THAN 0!"); } } } This code doesn't work, I'm not sure why but any help with it would be appreciated.

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  • Box 2d basic questions

    - by philipp
    I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or less working, except that I got some strange errors which definitely are caused by the scale factors. The problem is caused by two factors: first: the world scale of box2d, second: the the precision of curve-approximation of the glyph vectors. So through scaling down the input vertices for box2d, it happens that they become equal caused by numerical precision, what causes errors in box2d. Through scaling the my glyphs a bit up, this goes away. I also goes away if I chose a different world scale factor, but this slows down the whole animation quite much! So if my view port is about 990px * 600px and i want to animate Glyphs in box2d which should have a size from about 50px * 50px up to 300px * 300px, which scale factor of the b2world should i choose? How small should the smallest distance from on vertex to another be, while approximating the glyph vectors? Thanks for help greetings philipp EDIT:: I continued reading the docs of box2d and after rethinking of the units system, which is designed to handle object from 0.1 up to 10 meters, I calculated a scale factor of 75. So Objects 600px width will are 8 meters wide in box2d and even small objects of about 20px width will become 0.26 meters width in box2d. I will go on trying with this values, but if there is somebody out there who could give me a clever advice i would be happy!

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  • 2D Game Help In XNA

    - by user22715
    I'm making a game in XNA called The Adventure Of The Very Hairy Princess Fairy. The game is a "Sidescroller/Platformer" like mario but there is a problem. How do I attack a wepon the the player texture and add animations so it looks like the player is holding the gun and It's not a floating image in front of the player? The player can kill with things like chainsaws playing as a very hairy princess fairy.

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  • Creating the “game space” for a 2D game

    - by alJaree
    How does one setup the game space for a game so that obstacles can be spawned? One example I am wondering about is doodle jump. Tile maps are limited in size and would need to change often if the user jumps a lot. How would this be done in another way than tile maps. How or what is used to create the notion of a game world where these spawned ledges/obstacles are placed as the user progresses through the stage? What is actually moving if the user jumps from ledge to ledge, what are the ledges based on in terms of the game world/space. What data structure or representation could the game use to reference and manage the spawning of these obstacles/ledges?

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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  • Java Spotlight Episode 113: John Ceccarelli on Netbeans @JCeccarelli1

    - by Roger Brinkley
    Interview with John Ceccarelli on Netbeans. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News JCP Star Spec Leads 2012 Nominations open now until 31 December Java EE 7 Survey Results JavaFX for Tablets Survey JavaFX Scene Builder - Developer Preview Release Oracle JDK 7u10 released with new security features jtreg update, December 2012 Food For Tests: 7u12 Build b05, 8 b68 Preview Builds + Builds with Lambda & Type Annotation Support Developer Preview of Java SE 8 (with JavaFX) for ARM Project Nashorn: The Vote Is In Events Dec 20, 9:30am JCP Spec Lead Call December on Developing a TCK Jan 15-16, JCP EC Face to Face Meeting, West Coast USA Jan 14-17, IOUG, Redwood Shores Jan 29-31, Distributech,  San Diego Feb 2-3 FOSDEM, Brussels Feb 4-6 Jfokus, Sweden Feature Interview John Jullion-Ceccarelli is the head of engineering for the NetBeans open source project and for the VisualVM Java profiler. John started with Sun Microsystems in 2001 as a technical writer and has since held a variety of positions including technical publications manager, engineering manager, and NetBeans IDE 6.9 Release Boss. He recently relocated to the San Francisco Bay Area after 13 years living in Prague, the Czech Republic. What’s Cool Glassfish is 3 years old Arduino/Raspberry-Pi/JavaFX mash-up by Jose Pereda Early Access of Drombler FX for building modular JavaFX applications with OSGi and Maven Eclipse Modeling Framework Support coming for e(fx)clipse 8003562: Provide a command-line tool to find static dependencies Duke’s Choice Awards Winners LAD - includes JCP EC Member TOTVS London Java Community and SouJava jointly win JCP member of the year

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  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • How to detect 2D line on line collision?

    - by Vish
    I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. For reference this is a similar game to the one I'm making: Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect, I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with/without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance.

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • Efficient way of drawing outlines around sprites

    - by Greg
    Hi, I'm using XNA to program a game, and have been experimenting with various ways to achieve a 'selected' effect on my sprites. The trouble I am having is that each clickable that is drawn in the spritebatch is drawn using more than a single sprite (each object can be made up of up to 6 sprites). I'd appreciate it if someone could advise me on how I could achieve adding an outline to my sprites of X pixels (so the outline width can be various numbers of whole pixels). Thanks in advance, Greg.

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  • NullReferenceException when accessing variables in a 2D array in Unity

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } I am not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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  • How can I re-open the TrueCrypt window after it's been closed?

    - by user27451
    I installed TrueCrypt 7.1 Standard 64-bit on a fresh install of Ubuntu 11.10 64-bit. After finding the application in the dash I dragged it's icon onto the Unity launcher. I then clicked that icon and TrueCrypt's main window opened. I mounted my encrypted file/volume and then closed the window to do some work. To re-open the TrueCrypt window I would normally click the small blue TrueCrypt icon that appears on the top panel. In Ubuntu 11.10 that icon is no longer there. I receive a message ("TrueCrypt is already running.") if I click on the TrueCrypt icon in the launcher. How can I re-open the TrueCrypt window after it's been closed in Ubuntu 11.10?

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  • Isometric displaying two different images in different positions

    - by Canvas
    I'm creating a simple Isometric game using HTML5 and Javascript, but I can't seem to get the display to work, at the moment i have 9 tiles that have X and Y positions and the player has a X and Y position, the players X and Y properties are set to 100, and the tiles are as shown tiles[0] = new Array(3); tiles[1] = new Array(3); tiles[2] = new Array(3); tiles[0][0] = new point2D( 100, 100); tiles[0][1] = new point2D( 160, 100); tiles[0][2] = new point2D( 220, 100); tiles[1][0] = new point2D( 100, 160); tiles[1][1] = new point2D( 160, 160); tiles[1][2] = new point2D( 220, 160); tiles[2][0] = new point2D( 100, 220); tiles[2][1] = new point2D( 160, 220); tiles[2][2] = new point2D( 220, 220); Now I use this method to work out the isometric position function twoDToIso( point ) { var cords = point2D; cords.x = point.x - point.y; cords.y = (point.x + point.y) / 2; return cords; } point2D is function point2D( x, y) { this.x = x; this.y = y; } Now this i'm sure does work out the correct positioning, but here is the output Isometric view I just need to move my player position a tiny bit, but is that the best way to display my player position in the right position? Canvas P.S. the tile width is 120 and height is 60 and the player is width 30 by height 15

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  • The ship "shudders" in scrolling Asteroids

    - by Ciaran
    In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the centre of the ship. On my first machine (7 years old, Windows XP, NVIDIA), I am doing 50 updates and 76 frames per second. This is smooth. My other machine an old compaq laptop (Pentium III) with Linux and Radeon OpenGL driver delivers 50 updates and 30 frames per second. The ship regularly seems to "shudder" back and forth when at maximum thrust. When you position the mouse cursor beside the ship it is obvious that its relative position in the window changes. Also, the stars seem blurred into short "lines". Playing the game in non-scrolling mode, the ship moves within the window, glOrtho is therefore not called repeatedly and there is no problem. I suspect a bug in my positioning of the ship and the window but I have dumped out these values and they seem to only go forward, not forward-back-forward. The driver does support double buffering. I guess if it is my bug I need to slow the frame-rate down to debug properly. My question: is this an obvious driver bug or is the slower machine uncovering a bug in my stuff and if so, some debugging tips would be appreciated. I am drawing in world co-ordinates and letting OpenGL do the scaling and translation so if I had a quick way of verifying what pixel co-ordinates OpenGL produces for the ship centre, that would help clarify this.

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