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  • Cannot delete .Trash-503 directory, returns a $RECYCLE.BIN.trashinfo: Input/output error

    - by Parto
    I cannot delete .Trash-503 folder via GUI or terminal, it returns a $RECYCLE.BIN.trashinfo: Input/output error Not even sudo rm -r or even a simple ls works in that trash directory. Check terminal output below: subroot@subroot:~$ cd /media/xxxxx/ subroot@subroot:/media/xxxxx$ rm .Trash-503/ rm: cannot remove `.Trash-503/': Is a directory subroot@subroot:/media/xxxxx$ rm -r .Trash-503/ rm: cannot remove `.Trash-503/info/$RECYCLE.BIN.trashinfo': Input/output error rm: cannot remove `.Trash-503/info/found.000.trashinfo': Input/output error rm: cannot remove `.Trash-503/info': Directory not empty subroot@subroot:/media/xxxxx$ sudo rm -r .Trash-503/ [sudo] password for subroot: rm: cannot remove `.Trash-503/info/$RECYCLE.BIN.trashinfo': Input/output error rm: cannot remove `.Trash-503/info/found.000.trashinfo': Input/output error subroot@subroot:/media/xxxxx$ cd .Trash-503/ subroot@subroot:/media/xxxxx/.Trash-503$ ls info subroot@subroot:/media/xxxxx/.Trash-503$ cd info/ subroot@subroot:/media/xxxxx/.Trash-503/info$ ls ls: cannot access $RECYCLE.BIN.trashinfo: Input/output error ls: cannot access found.000.trashinfo: Input/output error found.000.trashinfo $RECYCLE.BIN.trashinfo subroot@subroot:/media/xxxxx/.Trash-503/info$ What's going on here and how can I delete this folder? EDIT I tried checking and repairing the partition using gparted only to get this error message: ERROR: Filesystem check failed! ERROR: 264 clusters are referenced multiple times. NTFS is inconsistent. Run chkdsk /f on Windows then reboot it TWICE! The usage of the /f parameter is very IMPORTANT! No modification was and will be made to NTFS by this software until it gets repaired. I don't have windows installed, how can I run chkdsk /f from ubuntu?

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • MVP Pattern Philsophical Question - Security Checking in UI

    - by Brian
    Hello, I have a philosophical question about the MVP pattern: I have a component that checks whether a user has access to a certain privilege. This privilege turns on or off certain UI features. For instance, suppose you have a UI grid, and for each row that gets bound, I do a security check to see if certain features in the grid should be enabled or disabled. There are two ways to do this: have the UI/view call the component's method, determine if it has access, and enable/disable or show/hide. The other is have the view fire an event to the presenter, have the presenter do the check and return the access back down to the view through the model or through the event arg. As per the MVP pattern, which component should security checks fit into, the presenter or the view? Since the view is using it to determine its accessibility, it seems more fitting in the view, but it is doing database checks and all inside this business component, and there is business logic there, so I can see the reverse argument too. Thoughts? Thanks.

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  • 0xC0017011 and other error messages - what is the error message text?

    Recently there was a bug raised against BIDS Helper which originated in my Expression Editor control. Thankfully the person that raised it kindly included a screenshot, so I had the error code (HRESULT 0xC0017011) and a stack trace that pointed the finger firmly at my control, but no error message text. The code itself looked fine so I searched on the error code but got no results. I’d expected to get a hit from Books Online with the Integration Services Error and Message Reference topic at the very least, but no joy. There is however a more accurate and definitive reference, namely the header file that defines all these codes dtsmsg.h which you can find at- C:\Program Files (x86)\Microsoft SQL Server\110\SDK\Include\dtsmsg.h Looking the code up in the header file gave me a much more useful error message. //////////////////////////////////////////////////////////////////////////// // The parameter is sensitive // // MessageId: DTS_E_SENSITIVEPARAMVALUENOTALLOWED // // MessageText: // // Accessing value of the parameter variable for the sensitive parameter "%1!s!" is not allowed. Verify that the variable is used properly and that it protects the sensitive information. // #define DTS_E_SENSITIVEPARAMVALUENOTALLOWED ((HRESULT)0xC0017011L) Unfortunately I’d forgotten all about this. By the time I had remembered about it, the person who raised the issue had managed to narrow it down to something to do with having  sensitive parameter. Putting that together with the error message I’d finally found, a quick poke around in the code and I found the new GetSensitiveValue method which seemed to do the trick. The HResult fields are also listed online but it only shows the short error message, and it doesn’t include that all so important HRESULT value itself. So let this be a lesson to you (and me!), if you need to check  SSIS error go straight to the horses mouth - dtsmsg.h. This is particularly true when working with early builds, or CTP releases when we expect the documentation to be a bit behind. There is also a programmatic approach to getting better SSIS error messages. I should to take another look at the error handling in the control, or the way it is hosted in BIDS Helper. I suspect that if I use an implementation of Microsoft.SqlServer.Dts.Runtime.Wrapper.IDTSInfoEvents100 I could catch the error itself and get the full error message text which I could then report back. This would obviously be a better user experience and also make it easier to diagnose any issues like this in the future. See ExprssionEvaluator.cs for an example of this in use in the Expression Editor control.

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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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  • What does "0 is wrong flag id" mean?

    - by Andreas
    When I edit system files, for example when I edit rules for my trackpoint using this command: gksu gedit /etc/udev/rules.d/trackpoint.rules I get the following errors in the terminal (after closing gedit and saving the file): error: line 10034: 0 is wrong flag id error: line 10034: 0 is wrong flag id error: line 11351: 0 is wrong flag id error: line 11351: 0 is wrong flag id error: line 11849: 0 is wrong flag id error: line 11849: 0 is wrong flag id error: line 15609: 0 is wrong flag id error: line 15609: 0 is wrong flag id error: line 19814: 0 is wrong flag id error: line 23363: 0 is wrong flag id error: line 23363: 0 is wrong flag id error: line 26005: 0 is wrong flag id error: line 26005: 0 is wrong flag id error: line 26846: 0 is wrong flag id error: line 26846: 0 is wrong flag id error: line 28718: 0 is wrong flag id error: line 31695: 0 is wrong flag id error: line 31695: 0 is wrong flag id error: line 35272: 0 is wrong flag id This goes on up until line 150400. The changes are applied as desired, but can somebody explain the error to me as I'm a newbie and just trying to get a clue about the terminal.

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  • Checking whether php script was resolved by optimal way

    - by user2135931
    Can anybody give some advise how to check the arbitrary php code on optimal solution. For example I create a simple algorithm and sent it on the special resource. After proccessing my algorithm this resource give me result whether my code is nice. If no it give me some advice and tell what is wrong (maybe I forgot check devision by zero etc). I looked for php code analyzer but could't find any variants. Maybe someone give me a resource where I can research this problem. Thanks in advance!

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  • Is committing/checking code everyday a good practice?

    - by ArtB
    I've been reading Martin Fowler's note on Continuous Integration and he lists as a must "Everyone Commits To the Mainline Every Day". I do not like to commit code unless the section I'm working on is complete and that in practice I commit my code every three days: one day to investigate/reproduce the task and make some preliminary changes, a second day to complete the changes, and a third day to write the tests and clean it up^ for submission. I would not feel comfortable submitting the code sooner. Now, I pull changes from the repository and integrate them locally usually twice a day, but I do not commit that often unless I can carve out a smaller piece of work. Question: is committing everyday such a good practice that I should change my workflow to accomodate it, or it is not that advisable? ^ The order is more arbitrary and depends on the task, my point was to illustrate the time span and activities, not the exact sequence.

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  • An error has occurred when creating debian packaging

    - by Clepto
    i execute quickly share and i get Launchpad connection is ok ........ Command returned some WARNINGS: ---------------------------------- WARNING: the following files are not recognized by DistUtilsExtra.auto: mangar/.bzr/README mangar/.bzr/branch-format mangar/.bzr/branch/branch.conf mangar/.bzr/branch/format mangar/.bzr/branch/last-revision mangar/.bzr/branch/tags mangar/.bzr/checkout/conflicts mangar/.bzr/checkout/dirstate mangar/.bzr/checkout/format mangar/.bzr/checkout/views mangar/.bzr/repository/format mangar/.bzr/repository/pack-names ---------------------------------- An error has occurred when creating debian packaging ERROR: can't create or update ubuntu package ERROR: share command failed Aborting the previous time i run the command everything worked! the previous time i was using ubuntu but now i am using linux mint 13... i get the same error with quickly package! i need to package my app for the contest.. edit: now i get this too ---------------------------------- ERROR: Python module helpers not found ERROR: Python module Window not found ERROR: Python module mangarconfig not found ERROR: Python module Builder not found those files exist in the package_lib folder, why it cannot find them?

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  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

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  • statistics for checking imported data?

    - by user1936
    I'm working on a data migration of several hundred nodes from a Drupal 6 to a Drupal 7 site. I've got the data exported to the new site and I want to check it. Harkening back to my statistics classes, I recall that there is some way to figure out a random number of nodes to check to give me some percentage of confidence that the whole process was correct. Can anyone enlighten me as to this practical application of statistics? For any given number of units, how big must the sample be to have a given confidence interval?

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  • Checking for alternate keys with XNA IsKeyDown

    - by jocull
    I'm working on picking up XNA and this was a confusing point for me. KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A)) { //Do stuff... } The book I'm using (Learning XNA 4.0, O'Rielly) says that this method accepts a bitwise OR series of keys, which I think should look like this... KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left | Keys.A)) { //Do stuff... } But I can't get it work. I also tried using !IsKeyUp(... | ...) as it said that all keys had to be down for it to be true, but had no luck with that either. Ideas? Thanks.

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  • new block adding error

    - by ata ur rehman
    g++: error: ./gr_my_swig.cc: No such file or directory g++: fatal error: no input files compilation terminated. make[3]: *** [_gr_my_swig_la-gr_my_swig.lo] Error 1 make[3]: Leaving directory `/home/ataurrehman/gr-my-basic/swig' make[2]: *** [all] Error 2 make[2]: Leaving directory `/home/ataurrehman/gr-my-basic/swig' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/ataurrehman/gr-my-basic' make: *** [all] Error 2

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  • Checking preconditions or not

    - by Robert Dailey
    I've been wanting to find a solid answer to the question of whether or not to have runtime checks to validate input for the purposes of ensuring a client has stuck to their end of the agreement in design by contract. For example, consider a simple class constructor: class Foo { public: Foo( BarHandle bar ) { FooHandle handle = GetFooHandle( bar ); if( handle == NULL ) { throw std::exception( "invalid FooHandle" ); } } }; I would argue in this case that a user should not attempt to construct a Foo without a valid BarHandle. It doesn't seem right to verify that bar is valid inside of Foo's constructor. If I simply document that Foo's constructor requires a valid BarHandle, isn't that enough? Is this a proper way to enforce my precondition in design by contract? So far, everything I've read has mixed opinions on this. It seems like 50% of people would say to verify that bar is valid, the other 50% would say that I shouldn't do it, for example consider a case where the user verifies their BarHandle is correct, but a second (and unnecessary) check is also being done inside of Foo's constructor.

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  • Checking update reason after actual update

    - by KaRo
    Is there a possibility to find out the reason for at least the last automatic update? When the update-window pops up one can click on the entries and find a statement about what bug shall be fixed with a certain package, or more general why it is updated at all. I want to check for this information afterwards to check if a certain bug or functionality is claimed to be fixed already. thx - robert.

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  • Paranoid management, contractor checking work [closed]

    - by user833345
    Just wanted to get some opinions and experiences on an issue I'm having at work. First, a little background. I've been working at a company for some time (past any probation periods) and rewriting a horrendous system. No tests, incomplete and broken functionality everywhere, enough copypasta to feed a small village, redundant code, more unused SQL tables than used ones and terrible performance. I've never seen such bad code, pretty much all of it is worthy of being posted on TheDailyWTF. The company has been operating for a number of years and have had a string of bad developers working on this system. I made a call on rewriting instead of refactoring since I judged it to be less work overall and decided that the result will address the requirements more appropriately, since the central requirement is to have a future-proof system for the next decade with plenty of room to scale up. Refactoring would have entailed untangling a huge ball of yarn and at the same time integrating it with a proper foundation or building a foundation from scratch. I've introduced the latest spiffy framework, unit & functional testing, CI, a bug tracker and agile workflow to the environment. I've fixed most of the performance issues of the old system (there were no indexes on any of the tables, for example). I've created an automated deployment process for the old system. The CTO has been maintaining the old system while I have been building the new one and he has been advising management that everything is being done as per best practices. However, management is hiring a contractor to come in and verify my work. In my experience, this is unprecedented. I can understand their reasoning to an extent, since they've had bad luck in the past, but can't help but feel somewhat offended at the fact that they distrust two senior developers who have been working with them for some time enough that a third party is being brought in. And it's not just me who is under watch - people's emails are constantly checked, someone had a remote desktop application installed on their computer of which I was asked to check the usage logs to try to determine if they were stealing sensitive data and there are CCTV cameras in one of the rooms. It's the first time I've decided to disable my Skype history at work. Am I right to feel indignant here? Has anyone else ever encountered such a situation? If so, how did it work out in the end? Was it worth sticking around? Should I just find another job?

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  • OpenGL error LNK2019

    - by Ghilliedrone
    I'm trying to compile a basic OpenGL program. I linked opengl32.lib and glu32.lib but I'm getting errors. The errors I get are: error LNK1120: 7 unresolved externals error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup error LNK2019: unresolved external symbol "public: float __thiscall GLWindow::getElapsedSeconds(void)" (?getElapsedSeconds@GLWindow@@QAEMXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: bool __thiscall GLWindow::isRunning(void)" (?isRunning@GLWindow@@QAE_NXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: void __thiscall GLWindow::attachExample(class Example *)" (?attachExample@GLWindow@@QAEXPAVExample@@@Z) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: void __thiscall GLWindow::destroy(void)" (?destroy@GLWindow@@QAEXXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: __thiscall GLWindow::GLWindow(struct HINSTANCE__ *)" (??0GLWindow@@QAE@PAUHINSTANCE__@@@Z) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "private: void __thiscall GLWindow::setupPixelFormat(void)" (?setupPixelFormat@GLWindow@@AAEXXZ) referenced in function "public: long __stdcall GLWindow::WndProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WndProc@GLWindow@@QAGJPAUHWND__@@IIJ@Z)

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  • Checking whether a specific key was pressed in enchantJS

    - by MxyL
    I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys). From this page http://users.csc.calpoly.edu/~foaad/enchant/guide/playerInput.html By default, enchant.js provides input listeners for six buttons: UP, DOWN, LEFT, RIGHT, A, and B. By default, the directions are bound to the arrow keys. Any of the six buttons may also be bound to any key with an ASCII value. We’ll address that later. So enchant provides the ability to bind keys to different input such as up, down, left, right...but how can I simply check whether the D or X key was pressed, and if so, perform certain actions based on that event?

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  • C++: Checking if an object faces a point (within a certain range)

    - by bojoradarial
    I have been working on a shooter game in C++, and am trying to add a feature whereby missiles shot must be within 90 degrees (PI/2 radians) of the direction the ship is facing. The missiles will be shot towards the mouse. My idea is that the ship's angle of rotation is compared with the angle between the ship and the mouse (std::atan2(mouseY - shipY, mouseX - shipX)), and if the difference is less than PI/4 (45 degrees) then the missile can be fired. However, I can't seem to get this to work. The ship's angle of rotation is increased and decreased with the A and D keys, so it is possible that it isn't between 0 and 2*PI, hence the use of fmod() below. Code: float userRotation = std::fmod(user->Angle(), 6.28318f); if (std::abs(userRotation - missileAngle) > 0.78f) return; Any help would be appreciated. Thanks!

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  • Vector.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Vector.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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  • Fiddler - A useful free tool for checking Web Services (and web site) traffic

    - by TATWORTH
    Recently I had reason to be very glad that I had Fiddler. I was able to record some web service traffic and identify a problem as Fiddler can record both the call to a web service and response from the web service. By seeing the actual data traffic I was able to resolve a problem found in testing in less time than it has taken me to write this blog entry! This tool is also useful for studying general web site traffic. Fiddler is available from http://www.fiddler2.com/fiddler2/ There are training videos available on the above site.

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  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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