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  • Ubuntu is stuck when it goes to sleep mode in fullscreen

    - by hatter
    If there is a full screen terminal running when Ubuntu goes to sleep, it becomes stuck. This is not the problem with gnome-terminal as sometimes firefox in full screen also causes this problem. With firefox this doesn't happen every time. But with gnome-terminal this happens everytime and as explained in this answer, I use killall command and kill the application. Is this a bug and what can be done to aviod this?

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  • setting the position in different resolution

    - by Moaz
    I have a normal game window which is 640*480, and everything is fine, but when I try to maximize the window, the objects translate to different positions on the screen, for example If I have a circle which is drawn at the center in the normal window, when I try to maximize it, it shifts away from the center of the screen. How do I adjust it so it draws at the center in both normal window and maximized window ?

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  • How to determine which thrusters to turn on to rotate the ship?

    - by migimunz
    The configuration of the ship changes dynamically, so I have to determine which thruster to turn on when I want to rotate the ship clockwise or counter clockwise. The thrusters are always axis aligned with the ship (never at an angle) and are either on or off. Here's one of the possible setups: What I've tried so far is to visualize the firing vector and the direction vector to the center of mass of the ship: Unfortunately, I didn't get very far with that.

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  • Get all triangles that are < N dist from you?

    - by CyanPrime
    Does anyone know of a way I could add a radius to this code for p? Like basically saying "this is true if the triangle is < N dist from the point" public boolean isPointInTriangle( Vector3f p, Vector3f a, Vector3f b, Vector3f c ) { return ( pointsAreOnSameSide(p, a, b, c) && pointsAreOnSameSide(p, b, a, c) && pointsAreOnSameSide(p, c, a, b) ); } public boolean pointsAreOnSameSide( Vector3f p1, Vector3f p2, Vector3f a, Vector3f b ) { Vector3f diffba = new Vector3f(0,0,0); Vector3f.sub( b, a, diffba ); Vector3f diffp1a = new Vector3f(0,0,0); Vector3f.sub( p1, a, diffp1a ); Vector3f diffp2a = new Vector3f(0,0,0); Vector3f.sub( p2, a, diffp2a ); Vector3f cross1 = Vector3f.cross(diffba, diffp1a); Vector3f cross2 = Vector3f.cross(diffba, diffp2a); return ( Vector3f.dot( cross1, cross2 ) >= 0 ); }

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  • Should Equality be commutative within a Class Hierachy?

    - by vossad01
    It is easy to define the Equals operation in ways that are not commutative. When providing equality against other types, there are obviously situations (in most languages) were equality not being commutative is unavoidable. However, within one's own inheritance hierarchy where the root base class defines an equality member, a programmer has more control. Thus you can create situations where (A = B) ? (B = A), where A and B both derive from base class T Substituting the = with the appropriate variation for a given language. (.Equals(_), ==, etc.) That seems wrong to me, however, I recognize I may be biased by background in Mathematics. I have not been in programming long enough to know what is standard/accepted/preferred practice when programming. Do most programmers just accept .Equals(_)may not be commutative and code defensibly. Do they expect commutativity and get annoyed if it is not. In short, when working in a class hierarchy, should effort me made to ensure Equality is commutative?

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  • Fastest way to check if two square 2D arrays are rotationally and reflectively distinct

    - by kustrle
    The best idea I have so far is to rotate first array by {0, 90, 180, 270} degrees and reflect it horizontally or/and vertically. We basically get 16 variations [1] of first array and compare them with second array. if none of them matches the two arrays are rotationally and reflectively distinct. I am wondering if there is more optimal solution than this brute-force approach? [1] 0deg, no reflection 0deg, reflect over x 0deg, reflect over y 0deg, reflect over x and y 90deg, no reflection ...

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  • ubuntu 12.10 grub doesn't appear efi mode

    - by user100604
    After a number of failed attempts on installing Ubuntu and Linux in the hybrid-gpt of Windows, in which I wanted different partitions by gparted, I ended up creating againg a conventional partitions table within the conventional system. This photo is not mine because as creating the partition I did not think in taking photos, but I am showing you it so that you can see the format “MS-DOS”, the standard format of gparted. My neetbook is a k55MV Asus 500GB (the page don't allow me to put 3 hiperlink I will put it at the end in a new coment 1) I installed Windows by creating a partition just for it. Windows created two partitions else for starting the system up. However creating it on ms-dos appear now in gpt view fotos 2) With the rest of the space, I created a 90-gigabyte partition for Ubuntu and the “swap” of 4 gb. The other partitions are for data. 3) I assured myself about installing Ubuntu in the partition whose format was ext4, for using that partition as base and to install the “grub” on the base of 500gb. I have boot the system up, Ubuntu is loaded but the grub does not appear. I have tried by pressing “beginning” “UPPER CASE LETTER”, but no way! I have checked the flies up, and partitions are there. http://www.subirimagenes.com/imagen-capturadepantalla-8080960.html By pressing fdisk-1, this picture comes up: http://www.subirimagenes.com/imagen-capturadepantalla-8080965.html I am spanish updated: at the beginning of the system, pressing f12 appears a grub without windows

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  • Orienting ship movement in asteroids [closed]

    - by BadSniper
    Possible Duplicate: Move sprite in the direction it is facing? I'm programming asteroids game. I'm trying to give velocity in the direction of ship face. I've tried using velocity.x = velocity.x * cos r, velocity.y = velocity.y * sin r where velocity is a vector and r is the angle rotated. but it's not moving in right direction. Could someone help with this problem? It is supposed to return the vector in which ship is facing. I don't understand the problem.

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  • Installing Ubuntu in EFI mode Cant go beyond GRUB Menu

    - by Vulcan
    I created a LiveUSB of Ubuntu 12.04.3 LTS using Pendrive Linux. -Created a separate 30GB partition using Windows 8 Disk Management -Disabled Secure Boot (Didn't find an option to disable EFI boot) -Disabled Fast Startup The laptop starts the GRUB menu shows up but it doesn't go beyond that no matter what option i choose. After choosing any option the screen goes blank but the power is still on i can see the power light. My laptop is HP-n012tx processor- Intel i5 4200U Video Card- 2GBnVidia 740M The GRUB menu i see http://i.stack.imgur.com/buEAn.png

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  • Simulating a sine wave/oscillating pattern for enemies

    - by Sun
    I'm creating a simple top down shooter, right now I have an enemy which simply follows the player. I'd like to change things up and have the enemies move towards the player but in a wave like motion. I have looked at some similar questions like this but they don't take into account for the Y changing. How can I simulate a wave like pattern for my enemies whilst they are homing into their target. Edit: Sample code In my update method I have the following: Vector2 trackingPos = position - target; trackingPos.Normalize(); position -= trackingPos * elaspedTime * speed;

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  • How to calculate shot angle and velocity to hit a moving target?

    - by Guen
    I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will be after a distance and fires a projectile to meet it at that distance. Of course this means varying the projectile speed to meet the target. Does anyone have any tips for a simple-ish algorithm (optimal-ish) to calculate when the projectile needs to fire and where it needs to aim if it can only travel at a constant velocity? Say the projectile goes twice the speed of the target? The only way I can think of involves searching and seems quite large.

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  • Vector transform equation explanation

    - by cyberdemon
    I'm trying to understand the maths of moving points in a 3d space by making a game written in C#. I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two parts but am stuck on the 3rd. I know it's all really rudimentary stuff but I find Googling for help with equations really hard. The one I'm struggling with is: 0*(0.66,0.75) + 2*(-0.75, 0.66) = (-1.5, 1.3) How can anything multiplied by 0 not be 0? So my question is how does this look in code: x(a,b) + y(c,d) I know it's basic stuff but I just can't see it.

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  • Camera not working

    - by user17548
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. My code #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • How can I find the closest vector to another in a specific direction?

    - by Sniper
    Perhaps I am not phrasing it incorrectly in my searches, but I can not find anything on this. I have a vector3 with a specific direction that it is facing, I want to get the closest object to that position in that specific direction. Basically I want to get the object that is being aimed at. I have thought about finding all objects within a box and then finding the closest object to my vector from them results, but I am sure that there is a more efficient way. The Z axis is optional, the objects are most likely within a few meters of the search vector. http://i.stack.imgur.com/FafAu.jpg

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  • Why use other bases when programming [closed]

    - by JMD
    Possible Duplicate: Why use other number bases when programming My coworkers and I have been bending our minds to figuring out why anyone would go out of their way to program numbers in a base other than base 10. I suggested that perhaps you could optimize longer equations by putting the variables in the correct base you are working with (for instance, if you have only sets of 5 of something with no remainders you could use base 5), but I'm not sure if that's true. Any thoughts?

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  • Characteristics, what's the inverse of (x*(x+1))/2? [closed]

    - by Valmond
    In my game you can spend points to upgrade characteristics. Each characteristic has a formula like: A) out = in : for one point spent, one pont gained (you spend 1 point on Force so your force goes from 5 to 6) B) out = last level (starting at 1) : so the first point spent earns you 1 point, the next point spent earns you an additional 2 and so on (+3,+4,+5...) C) The inverse of B) : You need to spend 1 point to earn one, then you need to spend 2 to earn another one and so on. I have already found the formula for calculating the actual level of B when points spent = x : charac = (x*(x+1))/2 But I'd like to know what the "reverse" version of B) (usable for C) is, ie. if I have spent x points, how many have I earned if 1 spent gives 1, 1+2=3 gives 2, 1+2+3=6 gives 3 and so on. I know I can just calculate the numbers but I'd like to have the formula because its neater and so that I can stick it in an excel sheet for example... Thanks! ps. I think I have nailed it down to something like charac = sqrt( x*m +k) but then I'm stuck doing number guessing for k and m and I feel I might be wrong anyway as I get close but never hits the spot.

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  • shorten something in AS 2.0 using eval or set?

    - by chris
    eval("_parent.volumetone" + target1)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target2)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target3)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target4)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target5)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target6)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target7)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target8)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target9)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target10)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target11)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target12)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target13)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target14)._yscale = Math.round(number)/1.5+50; eval("_parent.volumetone" + target15)._yscale = Math.round(number)/1.5+50; i have these lines of repetitive code. the variables target1 to target15 are a random number between 1 and 110. so one may point to _parent.volumetone49 and adjust its _yscale for example. the code above works the way i want, but i want it shorter. here's something i tried with no success: for (i = 0; i < 15; i++) { set("_parent.volumetone" + ("target"+i) + "._xscale", Math.round(funhousenumber)/1.5+50); } basically having a loop that starts at 1 and goes to 15, then replaces target1 with target+i, i being 1, which would give target1 and thus the number contained in it. maybe i have to use eval()? i'm still not sure what i'm doing but i'm learning as i go. thanks.

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  • Error when using mailto: link in Mobile Safari in app-capable mode

    - by Elisabeth
    I've got a form in a web page with an action that is "mailto:email" (where email is a real email address). When I load this page in Mobile Safari in regular mode (ie, not launched from home screen with app-capable mode), this works fine - after I submit the form, the email app comes up. However, when I'm in app-capable mode and have launched from the home screen (so, no Safari chrome), and submit the form I get the error "URL can't be shown". However, a regular mailto: link (ie, not in a form) does work when in app-capable mode. Has anyone else noticed this? Any workarounds? Are forms disallowed in app-capable mode? Thanks, Elisabeth

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  • Freezing a dual-mode (GUI and console) application using cx_Freeze

    - by Mridang Agarwalla
    Hi, I've developed a Python application that runs both in the GUI mode and the console mode. If any arguments are specified, it runs in a console mode else it runs in the GUI mode. I've managed to freeze this using cx_Freeze. I had some problems hiding the black console window that would pop up with wxPython and so I modified my setup.py script like this: import sys from cx_Freeze import setup, Executable base = None if sys.platform == "win32": base = "Win32GUI" setup( name = "simple_PyQt4", version = "0.1", description = "Sample cx_Freeze PyQt4 script", executables = [Executable("PyQt4app.py", base = base)]) This works fine but now when I try to open up my console and run the executable from there, it doesn't output anything. I don't get any errors or messages so it seems that cx_Feeze is redirecting the stdout somewhere else. Is is possible to get it to work with both mode? Nothing similar to this seems to be documented anywhere. :( Thanks in advance. Mridang

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  • System.Windows.Media.RenderCapability.Tier returns not the render mode

    - by happyclicker
    I use System.Windows.Media.RenderCapability.Tier to show the current render mode within a diagnostics panel of my app. If I force the app (3.5sp1) to change the render-mode through the following code HwndSource hwndSource = PresentationSource.FromVisual(visual) as System.Windows.Interop.HwndSource; HwndTarget hwndTarget = hwndSource.CompositionTarget; hwndTarget.RenderMode = renderMode; neither System.Windows.Media.RenderCapability.TierChanged fires, nor has the System.Windows.Media.RenderCapability.Tier property changed. However the changes are applied to the app. If I look with Perforator, the render mode has been changed to the desired mode. Although I’ve found at many locations that System.Windows.Media.RenderCapability.Tier can be used to detect the current render state (also msdn, see this), it seems, System.Windows.Media.RenderCapability only gives information about the capabilities and not about the current mode. That makes also sense if I look at the name of the class. Is there another source to know how an actual wpf-content is rendered or am I doing something wrong?

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  • Is System.Windows.Media.RenderCapability the wrong source to detect the current render-mode

    - by happyclicker
    I use System.Windows.Media.RenderCapability.Tier to show the current render mode within a diagnostics panel of my app. If I force the app to change the render-mode through the following code HwndSource hwndSource = PresentationSource.FromVisual(visual) as System.Windows.Interop.HwndSource; HwndTarget hwndTarget = hwndSource.CompositionTarget; hwndTarget.RenderMode = renderMode; neither System.Windows.Media.RenderCapability.TierChanged fires, nor has the System.Windows.Media.RenderCapability.Tier property changed. However the changes are applied to the app. If I look with Perforator, the render mode has been changed to the desired mode. Although I’ve found at many locations that System.Windows.Media.RenderCapability.Tier can be used to detect the current render state (also msdn, see this), it seems, System.Windows.Media.RenderCapability only gives information about the capabilities and not about the current mode. That makes also sense if I look at the name of the class. Is there another source to know how an actual wpf-content is rendered or am I doing something wrong?

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  • undefined index mode, which is the variable that case statement is looking for

    - by Brad
    receiving error: PHP Notice: Undefined index: mode in /web/ee_web/include/form-modal.php on line 51 line 51 switch($_GET["mode"]) { block of code it is in: switch($_GET["mode"]) { case "login": login_user(); break; case "logout": session_destroy(); print "<p>You are now logged out.</p>"; print "<p><input type=\"submit\" id=\"closeButton\" name=\"closeButton\" value=\"Close\" onclick=\"self.parent.tb_remove(); parent.location.reload(1);\" /></p>"; break; default: login_user(); //print "<p>How'd you end up here?</p>"; break; } The URL for the page is index.php?mode=logout, that is how I am passing the value into mode. Any way I could resolve this error message?

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  • Stronger laptop_mode in Linux

    - by Vi
    Can I have stronger laptop mode in Linux? I want to spin down the hard drive and prevent it to spin up even if something wants to read something not in cache. In general I want to have these modes: Normal Current laptop mode Stronger laptop mode: spin up only when needs to read something uncached (and cache it). No spinups to write something unless really memory pressure (Exception: explicit "sync" command in console). Kernel is allowed to keep processes in D-sleep for 10 seconds for that. Forced laptop mode: do not spin up, period. Keep offending processes in D-sleep unless I turn off this mode. Like there is a bomb instead of hard drive. I also want to have access times tracked (mount -o atime), but I don't want the hard drive to be spinned up only to update them. Is there some settings or kernel patches that can get closer to this? May be I should write special io scheduler for "forced laptop mode"? E.g. echo suspend > /sys/block/sda/queue/scheduler to lock the drive and echo cfq > /ys/block/sda/queue/scheduler to unlock it again?

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  • eclipse tomcat debug mode slow - pegs cpu

    - by andersonbd1
    Running Tomcat through eclipse works fine in non-debug mode, but not in debug mode. When I try to start the Tomcat server in debug mode, the console output looks fine for a while, but then starts slowing down and eventually just stops, pegging the cpu at 100%. I don't think it's relevant, but just in case - here's the console output right about when it starts slowing down and eventually stopping (by stopping I mean no more console output, but still 100% cpu). 2009-09-02 14:35:30,859 INFO NONE org.springframework.context.weaving.DefaultContextLoadTimeWeaver:72 - Found Spring's JVM agent for instrumentation 2009-09-02 14:35:49,562 INFO NONE org.springframework.beans.factory.support.DefaultListableBeanFactory:414 - Pre-instantiating singletons in org.springframework.beans.factory.support.DefaultListableBeanFactory@ed889d: defining beans [... 2009-09-02 14:37:31,031 INFO NONE org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean:221 - Building JPA container EntityManagerFactory for persistence unit ... I tried everything I could think of to fix it: cleanesd tomcat working directory restarted eclipse restarted Windows refreshed/cleaned all projects I first had this problem last week using eclipse ganymede. I had been running fine in debug-mode for several months prior to this issue. I didn't make any significant changes to our project that would cause this. Eventually, I upgraded to eclipse galileo which solved my problem. Now 2 days later, I'm having the same problem in galileo. Like I said it works fine in non-debug mode. Any help is much appreciated. I should add that other things work in debug mode - for instance junit tests, so it is something specific to tomcat.

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