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  • Css absolute position don't work in MS WORD

    - by Tim
    Hello! This is a sample: <html> <head> <title>word test</title> </head> <body> <div style='position: absolute; width: 30px; height: 50px; top: 100px; left: 20px; border-color: black; border-width: 1px; border-style: solid;'> <p>Hello!</p> </div> </body> </html> Save it as "word.doc" and open in MS WORD. Absolute position don't work! Div is rendered on the top of document and with 100% width. Why? I can't use a html tables. Version on ms word: 2003

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • MS NPS denying access, can't validate server certificate

    - by Fred Weston
    At my office we use a Cisco WLC2504 wireless controller and starting about a week ago we started having problems with users connecting to one of our secure wireless network. We are running AD on Windows Server 2008 R2 and use network policy server to control access to our wireless network. When I look at the logs in event viewer after a failed connection attempt I see an access reject message: Reason Code: 262 Reason: The supplied message is incomplete. The signature was not verified. Looking this up on Google I found this article: http://support.microsoft.com/kb/838502 I tried disabling server certificate validation on my computer and as soon as I did that I was able to connect to the network, so it seems that there is some sort of certificate validation issue. I'm not sure which certificate is unable to be validated or how to fix it. This used to work and stopped suddenly by itself so I am thinking a certificate may have expired. When I go to NPS Policies Network Policies My policy Constraints Auth methods Microsoft PEAP and view the properties, the certificae specified here expires in 2016, so doesn't seem as though this could be the problem. Any suggestions on how to troubleshoot this issue?

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  • MS Windows Server 2008R2 slow file copy, slow network connection

    - by MattrixHax
    i just setup a windows 2008R2 standard server, with the only installed app being Hyper-V, and only 1 windows XP VM is running. Whenever i try to copy a file from my windows 7 laptop over to the 2008R2 server machine's admin shares ( \\servername\c$ ) the files start transferring around 60mb/s and then drop to around 5mb/s. My windows 7 machine and the server 2008 machine are both in WORKGROUP (no domain here). when i try the same transfer to our server 2003 box the transfer speeds are fine. tried disabling autotuning (netsh interface tcp set global autotuninglevel=disabled) as well as turning off the checksum offload to the adapter (tx and rx) - i still see strange packet errors (bad header checksum) using wireshark and just cannot seem to track down what the issue is - over 1 hour to transfer 4gb of files from 1 server to another that are on the same GB switch is just crazy.... any ideas would be greatly appreciated!

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  • Problems connecting to MS Dynamics AX 2009 Application Object Server

    - by Sam
    I've got a funny problem connecting to an AOS server. I got a domain network containing a (VM) Server running the Application Object Server (AOS). Client computer A) can connect to the AOS without problems and work. When client computer B) tries to connect, all I get is this error message: Logon Error Connection with the Application Object Server could not be established. The event log of Client B) does not contain any messages about this. Firewalls are off on all three computers (by GP). Tcp/ip from cliebt B) to the AOS server does run fine. Both clients run the same OS (win 7 RC), sit on the same subnet, next to each other. Yesterday it all worked, today just one computer can connect. Any ideas what might cause this problem, how to resolve it, or how to debug it?

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  • MS SideWinder Force Feedback Wheel under Win7 x64 - steering works but force feedback not

    - by user24752
    I just bought this second-hand ancient but professional steering wheel: Microsoft SideWinder Force Feedback Wheel. I hooked it up to my Win7 x64 machine, it recognized it without installing anything, it did show up in the "Devices and Printers" section. Right-click - I could calibrate it, I could use it under Flatout2 right away. However, force feedback does not seem to work. The steering wheel has a force-button. If I set it using force feedback, it should lit up according to the manual (originally written for Win98). However, instead of lighting up, it blinks. The manual does not associate anything to blinking. I never used any game controllers before on any Windows. Is there a way to check/calibrate force feedback?

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  • Trace directory not defined error in MS Dynamics CRM 4.0

    - by dmcollie
    I'm getting the following event log entry when I turn on tracing in CRM using the Crm Diagnostics Tool. Any ideas why it's not picking up the correct directory to place the files? CrmTrace encountered a failure creating or opening the file named C:\Program Files\Microsoft Dynamics CRM\Trace\CRM-SERVER-CrmAsyncService-bin-20091106-1.log. (Reporting Process:CrmAsyncService, AppDomain:C:\Program Files\Microsoft Dynamics CRM\Server\bin) TIA.

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  • How to enable WMI Provider MSCluster on MS Server 2008 R2

    - by Tobias Hertkorn
    I have successfully set up a failover cluster on Microsoft Server 2008 R2 Enterprise Edition. Now I want to talk to the MSCluster WMI Provider on said server. WMI Queries to e.g. CIMV2 successed. But queries like select * from MSCluster_ResourceGroup where MSCluster_ResourceGroup.Name=\"testserver\" fail with "Access denied". I am using a domain admin account. Do I have to enable the MSCluster WMI Provider? What am I missing?

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  • MediaWiki on MS Sql Server

    - by kdbolt70
    Hello all, I've been doing some digging on running mediawiki on sql server instead of mySQL, but haven't come across any concrete information. All of our servers are running SQL Server so I'd like to stick with that. I've tried Screwturn wiki, which is an ASP.NET wiki implementation using SQL Server, but I'm not terribly happy with the editing interface, and would really like to get MediaWiki up and running. Does anyone know if this is possible? Thanks!

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  • MS Access 2003 - Format a Number with Commas AND Auto-Decimal

    - by Emtucifor
    On a report I have a control which is bound to a column which can have up to 3 decimal places. I want the number to format with commas separating thousands and millions, but I also want the number of decimal places to be automatic, so that if there is no decimal portion then no decimal at all is shown. 1234.567 -> 1,234.567 1234.560 -> 1,234.56 1234.500 -> 1,234.5 1234.000 -> 1,234 General format will give me the auto decimal places but no commas. Standard format gives the comma but is fixed to 2 decimal places. Doing my own =Format(Number, "#,##0.#") leaves the decimal point in and doesn't align properly, with extra space on the right of the number. Do I have to write my own VB function to give the format I want? It seems silly that Access (apparently) can't do this out of the box. This also seems really horrible: =Replace(Replace(Replace(Replace(Replace( _ Format(Number, "#,##0.000") & "x", "0x", ""), "0x", ""), "0x, ""), ".x", ""), "x", "")

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  • Help with Ms Access 2007 Combo boxes

    - by Yaaqov
    What's the most efficient way to "chain" combo/boxes in an Access 2007 form, so that the result of the first affected the contents of the second? I already know how to associate a combo box on a form with a query. Here's a example of my scenario: cmbCarMake Behavior: User starts typing, and list shows all manufacturers in a table starting with those characters (e.g., "Ford") cmbCarModel Behavior: Once cmbCarMake has a selected a Make, this object will limit the possible models the user can search for by only displaying models from that one manufacturer. (e.g., "F-150") Thank you for any examples/links.

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  • IIS6.0 asking for credentials after MS Updates

    - by Adam M.
    We have an IIS6.0 Server running on a Windows 2003 Server. Last weekend it went though maintenance, and updated a quite a few Windows updates, it is now brought up to current updates (as of March 29th). Previous to these updates we could connect to the Web page via the hostname or via a alias (there is a DNS and a WINS alias (the alias is the same name in both) that are both pointing to the system). Now since the updates it asks for credentials to access the page, when trying to access the page via IP, or by name. If you use the alias it will go right into the page. I had added a new alias in DNS and tried to access it via this name with the same effect. So it appears that the WINS alias allows the page to show up properly. I have seen this KB but http://support.microsoft.com/kb/871179 though not sure if it really is relevant to this issue. As it does refer to the 3 strikes rules to display the 401.1 error. The IIS Application pool is running under a domain account. Teh default page is allowing Anonymous login under a local account. Any thoughts? Thanks Adam

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  • using remote MS Access database which connects to remote SQL server

    - by Manjot
    Hi, We have a Microsoft Access database + application (on Server A) which connects to a remote SQL server (Server B) using System DSN ODBC connection (on Server A) to the SQL database server. The users are open this Access database remotely as it is on a shared location on the server A. They still have to create a local ODBC connection on their computers to connect to Server B. Is there anyway that they can access the Access database and not have to create a local ODBC connection? thanks in advance

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  • Create or Open an .xlsx file having >256 columns in MS Excel 2003

    - by Daredev
    I'm using Microsoft Office 2003. I have installed 'Microsoft Office Compatibility Pack for Word, Excel, Powerpoint 2007' to support new xml based formats (.docx, .xlsx, .pptx). Now given that I have installed Compatibility pack, can I create or open a Microsoft Excel 2007 file (.xlsx) having more than 256 columns in Excel 2003? If no, then how can I achieve the same. My observation: When I open a .xlsx file in Excel 2003 with compatibility, I can't see more than 256 columns (till Column IV).

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  • Turn off Snap and Glue in MS Visio 2007 permanently

    - by Mikhail Kupchik
    Every time I create new drawing document in Microsoft Visio 2007, drawing options "Snap" and "Glue" are turned on by default. I find both of them particularly annoying, so every time I create a new drawing I open "main menu - Tools - Snap & Glue" and turn these options off for that particular document. Is there an option or setting to turn "Snap" and "Glue" off permanently for all new Microsoft Visio 2007 drawing documents? Update: Maybe there's some way to bithack executable file (EXE or DLL) in C:\Program Files\Microsoft Office\Office12?

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  • What causes style corruption in MS Word?

    - by Phil.Wheeler
    I've had a few documents across my desk that appear to have a corrupted or recursive style for much of the body text: Char char char char char char Does anyone know what causes this and how to permanently delete this style? When I try to delete it, it disappears from the Styles and Formatting pane of Word, only to reappear later when different text is selected. Input or guidance much appreciated.

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  • How to update all MathType formulas in the MS Word for Mac

    - by Vladimir
    When I open .doc file in Microsoft Office for Mac 2008 and MathType 6 installed I get "U" in all formulas instead of "v". The original file was made in MSWord 2003 for Windows with MathType 6. But when I click and open the formula in MathType 6 and then save it back I get correct formula as it was originally written with "v". I am trying to figure out how to I trigger all formulas to be opened in MathType in batch without clicking on each. Or could it be fixed in another way

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  • MS SQL Query Sum of subquery

    - by San
    Hello , I need a help i getting following output from the query . SELECT ARG_CONSUMER, cast(ARG_TOTALAMT as float)/100 AS 'Total', (SELECT SUM(cast(DAMT as float))/100 FROM DEBT WHERE DDATE >= ARG.ARG_ORIGDATE AND DDATE <= ARG.ARG_LASTPAYDATE AND DTYPE IN ('CSH','CNTP','DDR','NBP') AND DCONSUMER = ARG.ARG_CONSUMER ) AS 'Paid' FROM ARGMASTER ARG WHERE ARG_STATUS = '1' Current output is a list of all records... But what i want to achieve here is count of arg consumers Total of ARG_TOTALAMT total of that subquery PAID difference between PAID & Total amount. I am able to achieve first two i.e. count of consumers & total of ARG _ TOTALAMT... but i am confused about sum of of ...i.e. sum (SELECT SUM(cast(DAMT as float))/100 FROM DEBT WHERE DDATE >= ARG.ARG_ORIGDATE AND DDATE <= ARG.ARG_LASTPAYDATE AND DTYPE IN ('CSH','CNTP','DDR','NBP') AND DCONSUMER = ARG.ARG_CONSUMER) AS 'Paid' Please advice

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  • MS SQL Server not running on Win7

    - by Anas
    I have installed available all components of "MS_SQL_05" as give named instance on Win-7. I had a default instance running of MSSQL08. While Installing MSSQL05 Instance I choose to use windows authentication. But now I got a problem and my database engine is not running, actually no components are working except I am just able to login to Integration service. I think there is some Username issue, coz It using UsrNm :'Anas-PC\Anas' which seems incorrect. Here below is the detail =================================== Cannot connect to ANAS-PC\MS_SQL_05. =================================== Login failed for user 'Anas-PC\Anas'. (.Net SqlClient Data Provider) Server Name: ANAS-PC\MS_SQL_05 Error Number: 18456 Severity: 14 State: 1 Line Number: 65536

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  • MS Server 2003 Activiation Loop

    - by RPGonzo
    Recently we had a motherboard failure on a terminal server so we replaced the faulty motherboard, re-setup the RAID arrays (same motherboard but still wouldn't recognize old RAID setup) and continued to recover the system from a previous backup. No problem up to here, after restoring the system you are prompted to reboot and than login. On login we get a message box stating that Windows needs to be activated do you want to activate now, press yes but than the OS proceeds to log you off and do nothing at all. You can try over and over but to no avail. Found a few articles about a glitch in the activation script and how to reset it, tried that with the same results. Hoping someone can share some knowledge if you have seen this before? Thanks!

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  • MS SQL Server and "No Hard Drive Space Left"

    - by bobber205
    Got a server running a document delivery system on it. The machine is running extremely poorly (Windows XP). I've checked the regular things, like doing a memtest (turned out fine) and trying to degraf the HDD (not needed). The only thing weird about this machine is that its running MSSQL server. And Symantec Anitvirus. (ugh) Sometimes the machine reports "No hard drive space left". I immediately look at the one hard drive at the machine and it still has 20 gigs left. Each and every time. Could MSSQL server cause this? Could this be tied to the machine's terrible performance? Thanks!

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  • MS Project - Schedule short duration tasks that stay within working hrs

    - by Dave Warwick
    I am planning a series of tests that take a couple of hours each. However, you can not split a test so I do not want the next test to begin if there is not enough time within the specified working hours of the day to complete it. Also, I would like to begin each day with a set-up period before the actual testing can begin. Is there a way to automatically begin each day with a setup period and have tasks that can not complete before the end of the specified work day defer starting until the next day?

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