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  • What is the intention behind asking weight of plane?

    - by AKS
    I was asked this question "How would you find weight of Aeroplane" in an interview and I am not sure why this question was one of the two question asked in the interview. I tried to answer it using all possible ways but could not give the correct answer.(found the correct answer after google search) How much such questions decide your selection in the interview? Here was my approach: 1. If measurement of plane is given then i will calculate volume and multiply by density, will consider fuel weight plus other dead weight. 2. Using water displacement method if i can put plane in water and somehow measure how much water is displaced. But found using google search that right approach was to put place on a ship and mark the level of water on the hull, then remove plane and then ship will go up. And start putting weight on the ship till marked hull reaches the water level.

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  • Q&amp;A: Does it make sense to run a personal blog on the Windows Azure Platform?

    - by Eric Nelson
    I keep seeing people wanting to do this (or something very similar) and then being surprised at how much it might cost them if they went with Windows Azure. Time for a Q&A. Short answer: No, definitely not. Madness, sheer madness. (Hopefully that was clear enough) Longer answer: No because It would cost you a heck of a lot more than just about any other approach to running a blog. A site that can easily be run on a shared hosting solution (as many blogs do today) does not require the rich capabilities of Windows Azure. Capabilities such as simplified deployed and management, dedicated resources, elastic resources, “unlimited” storage etc. It is simply not the type of application the Windows Azure Platform has been designed for. Related Links: Q&A- How can I calculate the TCO and ROI when considering the Windows Azure Platform? Q&A- When do I get charged for compute hours on Windows Azure? Q&A- What are the UK prices for the Windows Azure Platform

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  • Simple 3D Physics engine as a part of graduation project [on hold]

    - by Eugene Kolesnikov
    I am working on my graduation project and one part of it is to simulate the motion of a rigid body in 3D space. I can use either already written physics engine or to write it myself. It's quite an interesting challenge for me, so I would like to do it myself. I am able to use either C++ or Java for programming (prefer C++). I am using Mac OS X and Debian 7. Could you suggest any guides or tutorials how to do it, can't find it anywhere... More precisely, I need a very simple engine, without collision detection, and many other things that I do not know, I just need to calculate the forces and move my body, depending on the resultant force. If you think that this task is still very difficult or there is no such tutorial, please suggest me some good and simple engine.

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  • Spreadsheet or writing an application?

    - by Lenny222
    When would you keep simple to medium-complex personal calculations in a spread sheet (Excel etc) and when would you write a small program or script for it? For example when you want to calculate what size of mortgage you can afford to buy a house. I could create a spreadsheet and have a nice tabular representation. On the other hand, if i would write a small script in a nice language (in my case Haskell), i'd have the security of a nice type system, preventing typos etc. What are the pro/cons in your opinion?

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  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

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  • Automatically zoom out the camera to show all players

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • Victory rewards in digital CCG

    - by Nils Munch
    I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency units (lets call them gold) for each hour they are playing, 50 for each day they are playing and X for each victory. Now, the X is what I am trying to calculate here, since I would prefer keeping the currency to a certain value, but also with to entice the players to battle. I could go with a solid figure, say 25, for beating up an opponent. But that would result in experienced players only beating up newly started players, making the experience lame for both. I could also make a laddered tier, where you start at level 1, and raise in level as you defeat your opponents, where winning over a player awards you his level x 2 in gold. Which would you prefer if you were playing a game like this. There is no gold-based scoreboard, but the gold is used to purchase new cards along the way.

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  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • In this context with views in a tree, which class should perform the task?

    - by Jhonny 8
    Imagine that I have this context: A main view containing a table containing some cells. Each one of them with their own controller and view files. In the main view, I have an object "Person", with 3 different IDs. Depending on certain conditions (let say, time of the day), I have to choose one of them and display it in the cell. My question is, should the main view pass the whole object to the table, and this one to the cell, and the cell will calculate the ID that it will be shown? or, The main view calculates this parameter, and send the result to the table and this to the cell? Is a question focused on OO design, which one of this approaches is more suitable in an OO design and why?

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  • Can we put percentage on amount of work of a certain role in project's lifecycle?

    - by deviDave
    The title may be confusing, but I will elaborate it here. I am trying to figure our how much time and effort each person spend during some project. I divided roles into: - junior developer (works mainly on UI and some light things) - senior developer (develops complex logic, database structures, etc.) - lead developer (leads the team, usually most experienced person) - negotiator/resolver (a person who directly talk to a client trying to either negotiate terms and timeframe or to clarify vagueness presented by a team leader) My AIM is to calculate percentage of role's involvement based on quality, not time (obviously a junior will spend most time in project, but with the least quality). In the end I would get a table which may look like this: Total: 100% ---------------- Junior: 10% Senior: 50% Lead: 30% Negotiator: 10% Can this be achieved? Has anyone found any source which may help me?

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  • CW/CCW Rotation of a Vector

    - by user23132
    Considering that I have a vector A, and after an arbitrary rotation I get vector B. I want to use this rotation operation in others vectors as well, but I'm having problems in doing that. My idea do that is to calculate the perpendicular vector C of the plane AB (by calculating AxB). This vector C is the axis that I'll need to rotate. To discover the angle I used the dot product between A and B, the acos of the dot product will return the lowest angle between A and B, the angle ang. The rotation I need to do is then: -rotate *ang*º around the C axis. The problem is that I dont know if this rotation is a CW or CCW rotation, since the cos of the dot product does not give me information of the sign of the angle. There's a tip discover that in 2D ( A.x * B.y - A.y * B.x) that you can use to discover if the vector A is at left/right of vector B. But I dont know how to do this in 3D space. Can anyone help me?

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  • Is there now any way to convert mp3 files to m4a or aac 192kbit?

    - by piedro
    Since about two years now I am trying to find a way to convert high quality mp3 files to m4a or aac files with a fixed bitrate 192k. Please don't suggest using another format - i thought this through as far as it goes. The problem here is: ffmpeg obvioulsy can't convert to a higher bitrate than 152k. Even when it says it does so the resulting files still have 152k instead of 192k. ffmpeg also has/had a bug not writing the bitrate into the audio file tags which means when testing you have to calculate the bitrate manually by dividing the filesize by the length of the audio in seconds (resulting in 152k - see above) choosing faac as converter gets me the same results other programs don't work reliably (see this thread Howto convert audio files to *.m4a? I know that this is not an original new problem but I am wondering if there is still no way to convert with ubuntu/kubuntu 12.04 after a lot time passed and I can't find some of the bug issues mentioned in the other thread anymore. So: Is there a solution after all?

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  • How do I find the closest points(thereby forming a polygon) enclosing a particular point?(see image)

    - by nilspin
    I am working with a game engine, and my task is to add code for simulating fracture of rigid meshes. Right now I'm only working on breaking a cube. I am using Voronoi's algorithm to make a (realistic)fractured shard and I am using the half-plane method to generate a voronoi cell. Now the way I do this is for every seed point, I make planes that are perpendicular bisector planes(the straight black lines in the image) with rest of the seed points and I calculate the intersections of all these planes to give me distinct points(all the orange dots). I've gotten this far. Out of all these calculated intersection points, I only need the ones that are closest and enclosing the seed point(the points encircled in red) and I need to discard all the rest. Information that I have : 1) Plane equations of all planes(defined by normalized normal vectors and their distance from origin) 2) Points of intersection(that I've calculated) Can anybody help me find out how I can find the points encircled in red? Thanks.

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  • How to derive euler angles from matrix or quaternion?

    - by KlashnikovKid
    Currently working on steering behavior for my AI and just hit a little mathematical bump. I'm in the process of writing an align function, which basically tries to match the agent's orientation with a target orientation. I've got a good source material for implementing this behavior but it uses euler angles to calculate the rotational delta, acceleration, and so on. This is nice, however I store orientation as a quaternion and the math library I'm using doesn't provide any functionality for deriving the euler angles. But if it helps I also have rotational matrices at my disposal too. What would be the best way to decompose the quaternion or rotational matrix to get the euler information? I found one source for decomposing the matrix, but I'm not quite getting the correct results. I'm thinking it may be a difference of column/row ordering of my matrices but then again, math isn't my strong point. http://nghiaho.com/?page_id=846

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  • how to transform child elements position into a world position

    - by MrGreg
    So Im making a 2d space game and I have a bunch of spaceships that have turrets. Objects have a position and orientation, the ships being in world coordinates while the turrets are children and coordinates are relative to their parents. How do I efficiently calculate the position of a turret in world coordinates (i.e. when it fires and I need to know where to place a bullet in the world)? Calculating the turrets orientation is trivial - I just add the turrets relative angle to its parents. For position though, I guess I could do a bunch of trigonometry but this MUST be a common problem with a good/fast general solution? Should I be relearning how to do matrix math again? :) btw - Im creating the game in javascript+canvas but its the math/algorithm im interested in here Cheers, Greg

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  • Intellectual Property cost

    - by Colin Mackay
    If a piece of bespoke software was developed by a company and the Intellectual Property was retained by the company that wrote it, but now the client of the software company wants to get that source code (and its IP) how much should it cost them? How would you calculate a fair cost for the purchase of that source and IP? UPDATE: Just to add, the software in question is of no use to anyone else (for any legitimate purpose) as it ties in directly with the business processes of one company. It is not something that can be subsequently sub-licensed or installed outside the company in question. There are links of to third party services (but these were existing services that the bespoke software had to integrate with in the first place).

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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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  • Trying to make a universe [on hold]

    - by caters
    I am wanting to program a universe so that it starts with a big bang and atoms form and then molecules form and stars start to form and planets start to form and then moons around those planets. I have a few questions. If 400 IPMUs(In Program Mass Units) = 1 solar mass than how would I calculate the number of IPMUs for a spectral class of star given the range of solar masses for a main sequence star in that spectral class? How can I have planets not look like stars? Since whether it is a subdwarf, main sequence star, subgiant, giant, bright giant, supergiant, or hypergiant is mainly dependent on the radius and luminosity how can I have the radius and luminosity independent of the mass?

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  • Sun & Moon Movement

    - by Thomas Mosey
    I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating them at 1 pixel a second. My canvas width is 1024 pixels and whenever the sun/moons X position crosses over the width of the canvas, it's X position is then set to -1024 to repeat the animation. What I am trying to do is get it to sync up with my day/night cycles. Each day is 10000 ticks long (A tick being added every frame) with Day/Night being 50% each (5000 ticks each). What I am trying to calculate is what I'll need to add to the X position of each per frame to get the sun from an X of 0 to 1024 after 5000 ticks/frames. Any help is appreciated.

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  • ALL, ALLEXCEPT and VALUES in DAX

    - by Marco Russo (SQLBI)
    When you use CALCULATE in DAX you are creating a new filter context for the calculation, based on the existing one. There are a few functions that are used to clear or preserve a column filter. These functions are: ALL – it can be used with one or more columns from a table, or with the name of a table. It returns all the values from the column(s) or all the rows from the table, ignoring any existing filter context. In other words, ALL clear an existing filter context on columns or table. We can use...(read more)

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  • Projecting onto different size screens by cropping

    - by Jason
    Hi, I am building a phone application which will display a shape on screen. The shape should look the same on different screen sizes. I. Decided the best way to do this is to show more of the background on larger screen keeping the shapes proportion the same on all screens. My problem is I am not sure how to achieve this, I can query the screen size at runtime and calculate how different it is from the six is designed for but I am not sure what to do with this value. What kind of projection should I use for my orthographic matrix an hour will I display more on larger screens and not loose information on smaller screens? Thanks, Jason.

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  • Projected trajectory of a vehicle?

    - by mac
    In the game I am developing, I have to calculate if my vehicle (1) which in the example is travelling north with a speed V, can reach its target (2). The example depict the problem from atop: There are actually two possible scenarios: V is constant (resulting in trajectory 4, an arc of a circle) or the vehicle has the capacity to accelerate/decelerate (trajectory 3, an arc of a spiral). I would like to know if there is a straightforward way to verify if the vehicle is able to reach its target (as opposed to overshooting it). I'm particularly interested in trajectory #3, as I the only thing I could think of is integrating the position of the vehicle over time. EDIT: of course the vehicle has always the capacity to steer, but the steer radius vary with its speed (think to a maximum lateral g-force). EDIT2: also notice that (as most of the vehicles in real life) there is a minimum steering radius for the in-game ones too).

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  • Resolving a collision between point and moving line

    - by Conundrumer
    I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision detection to resolve collisions between moving points and static lines, and collisions between moving/static points and moving lines. I already know how to calculate the Time of Impact for both types of collision events, and how to resolve moving point static line collisions. However, I can't figure out how to resolve moving/static point moving line collisions. Here are the initial conditions in a point and moving line collision event. We have a line segment joined by two points, A and B. At this instant, point P is touching/colliding with line AB. These points have unit mass and some might have an initial velocity, unless point P is static. The line is massless and has no explicit rotational component, since points A and B could freely move around, extending or contracting the line as a result (which will be fixed later by the constraint solver). Collision is inelastic. What are the final velocities of the points after collision?

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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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  • How to track many in-game statistics

    - by Alex Schearer
    I am looking to track many in-game events, e.g. the score of each move, how many moves are taken, what types of moves, etc. A lot of stats can simply be tracked with a counter. In some cases I need to aggregate data in order to calculate the value (e.g. most common move). How are you tracking in-game stats for your games? How do you avoid creating a class with tens or hundreds of fields? How do you avoid littering the code with tracking invocations? How do you abstract the aggregate data so as to avoid rewriting it for each scenario?

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