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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Point line collision reaction

    - by user4523
    I am trying to program point line segment collision detection and reaction. I am doing this for fun and to learn. The point moves (it has a velocity, and can be controlled by the user), whilst the lines are strait and stationary. The lines are not axis aligned. Everything is in 2D. It is quite straight forward to work out if a collision has occurred. For each frame, the point moves from A to B. AB is a line, and if it crosses the line segment, a collision has occurred (or will occur) and I am able to work out the point of intersection (poi). The problem I am having is with the reaction. Ideally I would like the point to be prevented from moving across the line. In one frame, I can move the point back to the poi (or only alow it to move as far as the poi), and alter the velocity. The problem I am having with this approach (I think) is that, next frame the user may try to cross the line again. Although the point is on the poi, the point may not be exactly on the line. Since it is not axis aligned, I think there is always some subtle rounding issue (A float representation of a point on a line might be rounded to a point that is slightly on one side or the other). Because of this, next frame the path might not intersect the line (because it can start on the other side and move away from it) and the point is effectively allowed to cross the line. Firstly, does the analysis sound correct? Having accepted (maybe) that I cannot always exactly position the point on the line, I tried to move the point away from the line slightly (either along the normal to the line, or along the path vector). I then get a problem at edges. Attempting to fix one collision by moving the point away from the line (even slightly) can cause it to cross another line (one shape I am dealing with is a star, with sharp corners). This can mean that the solution to one collision inadvertently creates another collision, which is ignored. Again, does this sound correct? Anyway, whatever I try, I am having difficulty with edges, and the point is occasionally able to penetrate the polygons and cross lines, which is undesirable. Whilst I can find a lot of information about collision detection on the web (and on this site) I can find precious little information on collision reaction. Does any one know of any good point line collision reaction tutorials? Or is my approach too flawed/over complicated?

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • C# Collision Math Help

    - by user36037
    I am making my own collision detection in MonoGame. I have a PolyLine class That has a property to return the normal of that PolyLine instance. I have a ConvexPolySprite class that has a List LineSegments. I hav a CircleSprite class that has a Center Property and a Radius Property. I am using a static class for the collision detection method. I am testing it on a single line segment. Vector2(200,0) = Vector2(300, 200) The problem is it detects the collision anywhere along the path of line out into space. I cannot figure out why. Thanks in advance; public class PolyLine { //--------------------------------------------------------------------------------------------------------------------------- // Class Properties /// <summary> /// Property for the upper left-hand corner of the owner of this instance /// </summary> public Vector2 ParentPosition { get; set; } /// <summary> /// Relative start point of the line segment /// </summary> public Vector2 RelativeStartPoint { get; set; } /// <summary> /// Relative end point of the line segment /// </summary> public Vector2 RelativeEndPoint { get; set; } /// <summary> /// Property that gets the absolute position of the starting point of the line segment /// </summary> public Vector2 AbsoluteStartPoint { get { return ParentPosition + RelativeStartPoint; } }//end of AbsoluteStartPoint /// <summary> /// Gets the absolute position of the end point of the line segment /// </summary> public Vector2 AbsoluteEndPoint { get { return ParentPosition + RelativeEndPoint; } }//end of AbsoluteEndPoint public Vector2 NormalizedLeftNormal { get { Vector2 P = AbsoluteEndPoint - AbsoluteStartPoint; P.Normalize(); float x = P.X; float y = P.Y; return new Vector2(-y, x); } }//end of NormalizedLeftNormal //--------------------------------------------------------------------------------------------------------------------------- // Class Constructors /// <summary> /// Sole ctor /// </summary> /// <param name="parentPosition"></param> /// <param name="relStart"></param> /// <param name="relEnd"></param> public PolyLine(Vector2 parentPosition, Vector2 relStart, Vector2 relEnd) { ParentPosition = parentPosition; RelativeEndPoint = relEnd; RelativeStartPoint = relStart; }//end of ctor }//end of PolyLine class public static bool Collided(CircleSprite circle, ConvexPolygonSprite poly) { var distance = Vector2.Dot(circle.Position - poly.LineSegments[0].AbsoluteEndPoint, poly.LineSegments[0].NormalizedLeftNormal) + circle.Radius; if (distance <= 0) { return false; } else { return true; } }//end of collided

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  • Game-over! Gaining Physical access to a computer

    Security requires defense in depth. The cleverest intrusion detection system, combined with the best antivirus, won’t help you if a malicious person can gain physical access to your PC or server. A routine job, helping a family member remove a malware infection, brings it home to Wesley just how easy it is to get a command prompt with SYSTEM access on any PC, and inspires him to give a warning about the consequences.

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  • La reconnaissance d'humeur bientôt intégrée à Kinect ? Microsoft envisage d'étendre les capacités du dispositif

    La reconnaissance d'humeur bientôt intégrée à Kinect ? Microsoft envisage d'étendre les capacités du dispositif Kinect, le capteur de mouvements de Microsoft pour la Xbox pourrait bientôt être doté de nouvelles interactions avec le joueur. [IMG]http://rdonfack.developpez.com/images/kinect.jpg[/IMG] En plus des caractéristiques de reconnaissance de mouvements, de reconnaissance visuelle et de reconnaissance vocale, le dispositif devrait être doté de fonctionnalités permettant la détection d'émotions. Microsoft plancherait actuellement sur l'intégration de cette fonctionnalité au sein du dispositif dans le futur, selon les déclarations de Kudo Tsunoda , vice-p...

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  • Java : Google introduit la programmation par contrat avec une extension open source qui aiderait aussi à sécuriser les programmes

    Java : Google introduit la programmation par contrat Avec une extension open source qui aiderait aussi à sécuriser les programmes Google vient de passer sous licence open source un projet destiné à introduire la programmation par contrat au langage Java. Ce paradigme de conception logiciel initié pour le langage Eiffel devrait faciliter le développement et aider la détection précoce des imperfections dans les premières phases de créations du code. Ce nouveau projet, appelé Cofoja (contraction de « Contracts For Java ») devrait également permettre de sécuriser les applications contre les exploits de type dépassement de tampon notamment, véritable plaie de sécurité po...

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  • Colliding Rects [migrated]

    - by user73400
    I have been working on this game, but I have a question when it comes to collision detection. Can I check for collision and have it return True: example: def collide(self, EnemyTank): tank_collision = pygame.sprite.collide_rect(self.rect, EnemyTank.rect) if tank_collision == True: return True And then make it perform an action like this: if player.collide == True: e_tank_x += 0 I am new to programming so please bear with me, I am trying as hard as I can and any comments or suggestions would also be very appreciated.

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  • How do I force Windows 7 to recognize my Projector?

    - by user63564
    I have a new Dell XPS with an NVIDIA GeForce GT 445M and an old (several years) Epson PowerLite Cinema 550 projector. Windows 7 refuses to recognize that the projector is connected under normal conditions (I'll get to the strange condition in a moment). Here are some things that I have already tried: Confirm that the projector continues to work well on my old Windows XP laptop. Confirm that the video cable (HDMI to HDMI) is connected Make sure the Dell laptop is plugged in to wall power at all times Reboot both the computer and the projector Click "Detect" under the "Connect to an External Display" Windows dialog (no reaction) Click "Rigorous Display Detection" under NVIDIA Control Panel (dialog: none found) Checked "Force Television Detection on startup" under "My display is not shown..." in NVIDIA Control Panel (no effect) Here's where it gets weird... My projector has three states: off, standby and on. Standby means the power switch on the back is on, but the projector is effectively off (no picture, no access to menu or controls). When I plug in the HDMI cable while the projector is in standby, Windows detects the projector! It lets me switch to Duplicate, Extend, or Project Only mode, and adjusts the resolution appropriately. A new Generic Plug-n-Play monitor shows up in my device manager. A "Seiko EPSON PJ" display shows up in my NVIDIA control panel. Then if I turn my projector on, Windows no longer recognizes the display. This is true whether I turn the projector on while the HDMI cable is plugged in, or if I unplug the HDMI cable while turning on the projector. Anyone have any ideas, because I'm completely stumped...?

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  • Network Security Device/Software

    - by Campo
    We currently run Symantec Antivirus Corporate 10.2. The software is really easy to manage on a network but the actual virus detection isn't bad but the malware detection is crap. We recently were infected with a email bot that got us put on some block lists. This has been resolved. I cannot have that happen again. I would like to find a program as easy to manage as symantec that I can install on all the user's workstations as well as the servers. We run a windows 2003 domain. We have a couple 2008 test servers in the environment. Most of the workstations are xp though I am using windows 7 and symantect is not compatible with this OS... So we need a solution that would cover all those operating systems. If it could be installed on macs too that would be a bonus though not necessary at all. This software must detect: Viruses AND Malware I am looking for something that combines the features in anti-malware programs like malwarebytes or spybot with an antivirus program like symantec or AVG. Alternatively if there is a piece of hardware that is a firewall, router, and packet inspection for virus/spam that would be the most ideal solution. I then could supplement with a piece of software that could pickup what the hardware misses. Thank you for your suggestions.

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  • What Banks Can Learn From An English Teacher’s Advice

    - by Gaurav H
    The earliest definitions I learnt at school pertained to nouns and verbs. Nouns, my teacher said, indicated names of people, things and places. Verbs, the stern lady said, are “action words”. They indicated motion.  The idea for this blog filtered in when I applied these definitions to the entity I most often deal with for my personal financial needs, and think about or relate to from a professional standpoint: ‘a bank’. Noun? It certainly is. At least that’s how I’d had it figured in my head. It used to be a place I visited to get my financial business done. It is the name of an entity I have a business relationship with. But, taking a closer look at how ‘the bank’ has evolved recently makes me wonder. Is it not after all acquiring some shades of a verb? For one, it’s in motion if I consider my mobile device with its financial apps. For another, it’s in ‘quasi-action’ if I consider a highly interactive virtual bank. The point I’m driving at is not semantic. But the words we use and the way we use them are revealing, and can offer tremendous insights into our existing mindsets. I think the same applies to businesses. Banks that first began examining and deconstructing their cherished ‘definitions’ or business models (nouns) were the earliest to adapt, change, and reinvent (verbs). They were able to waltz past disintermediation threats. Though rooted in a ‘brick and mortar’ heritage, their thinking and infrastructure were flexible enough for the digital era. While their physical premises imposed restrictions—opening hours, transaction hours, appointments, waiting time, overcrowding, processing time, clearing time, etc,—their thinking did not. They innovated. Across traditional and new-era channels, they easily slipped in customer services of a differentiated kind: spot loans, deposits with idle account balances, convenient mortgages with multiple liens or collateral, and instant payment options.I believe the most successful banks are those that fit into the rhythm of their customers’ lives rather than forcing their customers to fit into theirs. It was true for banks that existed before the Internet era; it’s true for banks now. I look no further than UBANK, JIBUN and HBOS Germany to make my point. They are resounding successes because they are not trapped in their own definitions of ‘a bank’. They walk with their customers, rather than waiting for their clients to walk-in for services.Back to my English teacher. She once advised me to use more verbs in my composition. Readers relate better to “action” she said. Banks too can profit from her advice. To succeed, they need to interact more. And remain flexible enough to interact with their customers. Sonny Singh is Senior Vice President  and General Manager of the Oracle Financial Services Global Business Unit. He can be reached at sonny.singh AT oracle.com or on twitter @sonnyhsingh

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  • Silverlight Cream for June 16, 2011 -- #1108

    - by Dave Campbell
    In this Issue: René Schulte, Rajat Jaiswal(-2-), Peter Kuhn, Colin Eberhardt, Kunal Chowdhury(-2-), Beth Massi, Michael Crump, Daniel Vaughan, Chris Rouw, WindowsPhoneGeek, and Jesse Liberty. Above the Fold: Silverlight: "Cubelicious - Silverlight 5 + Balder + Physics + SLARToolkit Augmented Reality = Triple Win!" René Schulte WP7: "Binding the WP7 ProgressIndicator in XAML" Daniel Vaughan LightSwitch: "Adding Static Images and Text on a LightSwitch Screen" Beth Massi Shoutouts: Laurent Bugnion is Proposing a new RelayCommand snippet for MVVM Light V4... read about it and give him some feedback From SilverlightCream.com: Cubelicious - Silverlight 5 + Balder + Physics + SLARToolkit Augmented Reality = Triple Win! René Schulte has a post up about using the SLARToolkit for Silverlight 5 Beta in conjuncion with Balder and Physics ... dang this is cool, check out the video! PSD TO XAML in few easy steps using Expression Blend I'm not a Photoshop person, but apparently Rajat Jaiswal is, and he's demonstrating using Expression Blend to get your PSD file into XAML Its really great feature Silverlight realtime augment toolkit This is a fun post from Rajat Jaiswal... fun to see someone other than René Schulteposting about René's SLARToolkit :) Getting ready for the Windows Phone 7 Exam 70-599 (Part 2) Peter Kuhn has part 2 of his series up on getting ready for the Windows Phone 7 Exam at SilverlightShow Metro In Motion Part #7 – Panorama Prettiness and Opacity Colin Eberhardt has another Metro in Motion up... this one concentrates on the opacity effect when the user slides from item-to-item in Panorama contents Windows Phone 7 (Mango) Tutorial - 13 - What is Tombstoning? Kunal Chowdhury has a couple of posts up... first up is this one on Tombstoning... and if you're just starting with WP7.1, it got easier Windows Phone 7 Tip: Showing and Hiding onscreen keyboard in Emulator Kunal Chowdhury's latest is a great hint if you haven't found it already... how to show/hide the onscreen keyboard in the emulator Adding Static Images and Text on a LightSwitch Screen Beth Massi's latest post is on showing how to display an image or static text such as a logo in a LightSwitch app Displaying PDF Files in Windows Phone 7 Mango Michael Crump responds to reader's questions about displaying a PDF file in WP7.1 with this post using ComponentOne's Studio for Windows Phone CTP Binding the WP7 ProgressIndicator in XAML Daniel Vaughan has a solution to the problem of having to bind the ProgressIndicator in WP7.1 in code-behind... he wrote a ProgressIndicatorProxy and shares it with us!<>/dd> Storing Files in SQL Server using WCF RIA Services and Silverlight – Part 2 Chris Rouw has Part 2 of his Storing Files in SQL Servier using WCF RIA Services and Silverlight up... this one is on uploading and saving files to the database from Silvelright by the user dropping them onto your app. Using SqlMetal to generate Windows Phone Mango Local Database classes OK I'm not too proud to admit I'd never heard of SQLMetal... if you haven't, or even if you have, this post by WindowsPhoneGeek is a good discussion of using it to generate your WP7.1 database classes. Obtaining Email, Address or Phone Number Jesse Liberty's latest is another in his 'Mango From Scratch' series discussing the new tasks to obtain more info from the contact list. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • Nest reinvents smoke detectors. Introduces smart and talking smoke detector that keeps quite when you wave

    - by Gopinath
    Nest, the leading smart thermostat maker has introduced a smart home device today- Nest Protect, a smart, talking smoke & carbon monoxide detector that can quite when you wave your hand. Less annoyances and more intelligence Smoke detectors are around for hundreds of years and playing a major role in providing safety from fire accidents at home. But the technology of these devices is stale and there is no major innovation for the past several years. With the introduction of Nest Protect, the landscape of smoke detectors is all set to change just like how Nest thermostat redefined the industry two years ago. Nest Protect is internet enabled and equipped with motion- and smoke-detection sensors so that when it starts beeping you can silence it by waving hand instead of doing circus feats to turn off the alarm. Everyone who cooks in a home equipped with smoke detector would know how annoying it is to turn off sensitive smoke detectors that goes off control quite often. Apart from addressing the annoyances of regular smoke detector, Nest Protect has talking capabilities. It can alert users with clear & actionable instructions when it detects a danger. Instead of harsh beeps it actually speak to you so you know what is happening. It will tell you what smoke it has detected and in which room it is detected. Multiple Nest Protects installed in a home can communicate with each other. Lets say that there is a smoke in bed room, the Nest Protect installed in bed room shares this information to all Nest Protects installed in the home and your kitchen device can alert you that there is a smoke in bed room. There is an App for that The internet enabled Nest Protect has an app to view its status and various alerts. When the Protect is running on low battery it alerts you to replace them soon. If there is a smoke at home and you are away, you will get message alerts. The app works on all major smartphones as well as tablets. Auto shuts down gas furnaces/heaters on smoke Apart from forming a network with other Nest Protect devices installed at home, they can also communicate with Nest Thermostat if it is installed. When carbon monoxide is detected it can shut off your gas furnace automatically. Also with the help of motion detectors it improves Nest Thermostat’s auto-away functionality. It looks elegant and costs a lot more than a regular smoke detector Just like Nest Thermostat, Nest Protect is elegant and adorable. You just fall in love with it the moment you see it. It’s another master piece from the designer of Apple’s iPod. All is good with the Nest Protect, except the price!! It costs whooping $129, which is almost 4 times more expensive than the best selling conventional thermostats available at $30. A single bed room apartment would require at least 3 detectors and it costs around $390 to install Nest Protects compared to 90$ required for conventional smoke detectors. Though Nest Thermostat is an expensive one compared to conventional thermostats, it offered great savings through its intelligent auto-away feature. Users were able to able to see returns on their investments. If Nest Protect also can provide good return on investment the it will be very successful.

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  • Undefined fireball movement behavior

    - by optimisez
    Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug happens that sometimes the fireball will come out from top and move to the right after shooting a few times. All the 10 fireballs should follow the player all the time and all the fireball should come out from player even after a new set of fireballs is recreated. Any ideas to fix it? Variables typedef struct gameObject{ float X; float Y; int length; int height; bool action; }; // Fireball #define FIREBALL_NUM 10 LPDIRECT3DTEXTURE9 fireball = NULL; RECT fireballRect; gameObject *fireballDest = new gameObject[FIREBALL_NUM]; int iFireBallAnimation; int fireballCount = 0; Set up Fireball void setUpFireBall() { // Initialize destination rectangle, rectangle height and length for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].X = 0; fireballDest[i].Y = 0; fireballDest[i].length = fireballRect.right - fireballRect.left; fireballDest[i].height = fireballRect.bottom - fireballRect.top; } iFireBallAnimation = fireballRect.right - fireballRect.left; // Initialize boolean for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].action = false; } } Initialize fireball void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 0), NULL, NULL, &fireball); // Initialize source rectangle fireballRect.left = 0; fireballRect.top = 256; fireballRect.right = 64; fireballRect.bottom = 320; setUpFireBall(); } Update fireball void update() { updateAnimation(); updateAI(); updatePhysics(); updateGameState(); } void updatePhysics() { motion(); collison(); } void motion() { playerMove(); playerJump(); playerGravity(); shootFireball(); fireballFollowPlayer(); } void shootFireball() { if (keyArr['Z']) fireballDest[fireballCount].action = true; if (fireballDest[fireballCount].action) { fireballDest[fireballCount].X += 10; if (fireballDest[fireballCount].X > 800) fireballCount++; } } void fireballFollowPlayer() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action == false) { fireballDest[i].X = playerDest.X - 30; fireballDest[i].Y = playerDest.Y - 14; } } } void updateGameState() { // When no more fireball left, rearm fireball if (fireballCount == FIREBALL_NUM) { delete[] fireballDest; fireballDest = new gameObject[10]; fireballCount = 0; setUpFireBall(); } } Render fireball void renderFireball() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action) sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest[i].X, fireballDest[i].Y, 0), D3DCOLOR_XRGB(255,255, 255)); } }

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  • Best approach to depth streaming via existing codec

    - by Kevin
    I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered off-line by a production-grade renderer. To allow the runtime imagery to properly interact with the background art, I wrote a program to convert from depth output by Mental Ray into a texture, and a pixel shader to draw a quad such that the Z data comes from the texture. This technique is working out very well, but now we've decided that some of the camera angle changes between scenes should be animated. The animation itself is straightforward to produce from our CG models. We intend to encode it to some HD video codec such as H.264. The problem is that in order to maintain our runtime imagery on the screen, the depth buffer will need to be loaded for each video frame. Due to the bandwidth, the video's depth data will need to be compressed efficiently. I've looked into methods for performing temporal compression of depth info and found an interesting research paper here: http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/depth-streaming.pdf The method establishes a mapping between 16-bit depth values and YCbCr values. The mapping is tuned to the properties of existing video codecs in order to maximize precision of the decoded depths after the YCbCr has undergone video compression. It allows an existing, unmodified video codec to be used on the backend. I'm looking at how to pull this off with the least possible work. (This design change was unplanned.) Our game engine itself is native C++, presently for Win32 and DirectX, although we've worked hard to keep platform dependence segregated because we intend other ports. We don't have motion video facilities in the engine yet but will ultimately need that anyway for cinematics. I was planning on using some off-the-shelf motion video solution we can plug into our engine, and haven't chosen one yet. This new added requirement makes selecting one harder since, among other things, we'll now need to bypass colourspace conversion on one of the streams, and also will need to be playing two streams simultaneously in lockstep, on top of in some cases audio on one of them (for the cinematics). I'm also wondering if it's possible (or even useful) to do the conversion from YCbCr to depth in a pixel shader, or if it's better to just do it in CPU and separately load the resulting depth values into a locked tex. The conversion unfortunately does involve branching logic per-pixel. (There are more naive mappings that don't need branching, but they produce inferior results.) It could be reduced to a table lookup but the table would be 32MB. Programming is second-nature to me but I'm not that experienced with pix shaders and have zero knowledge of off-the-shelf video solutions. I'd therefore be interested in advice from others who may have dealt more with depth streaming, pixel shaders, and/or off-the-shelf codecs, regarding how feasible the proposed application is and what off-the-shelf video systems out there would best get along with this usage case.

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  • Using events in an external swf to load a new external swf

    - by wdense51
    Hi I'm trying to get an external swf to load when the flv content of another external swf finishes playing. I've only been using actiosncript 3 for about a week and I've got to this point from tutorials, so my knowledge is limited. This is what I've got so far: Code for External swf (with flv content): import fl.video.FLVPlayback; import fl.video.VideoEvent; motionClip.playPauseButton = player; motionClip.seekBar = seeker; motionClip.addEventListener(VideoEvent.COMPLETE, goNext); function goNext(e:VideoEvent):void { nextFrame(); } And this is the code for the main file: var Xpos:Number=110; var Ypos:Number=110; var swf_MC:MovieClip = new MovieClip(); var loader:Loader = new Loader(); var defaultSWF:URLRequest = new URLRequest("arch_reel.swf"); addChild (swf_MC); swf_MC.x=Xpos swf_MC.y=Ypos loader.load(defaultSWF); swf_MC.addChild(loader); //Btns Universal Function function btnClick(event:MouseEvent):void{ SoundMixer.stopAll(); swf_MC.removeChild(loader); var newSWFRequest:URLRequest = new URLRequest("motion.swf"); loader.load(newSWFRequest); swf_MC.addChild(loader); } function returnSWF(event:Event):void{ swf_MC.removeChild(loader); loader.load(defaultSWF); swf_MC.addChild(loader); } //Btn Listeners motion.addEventListener(MouseEvent.CLICK,btnClick); swf_MC.addEventListener(swf_MC.motionClip.Event.COMPLETE,swf_MC.motionClip.eventClip, returnSWF); I'm starting to get an understanding of how all of this works, but it's all to new to me at the moment, so I'm sure I've approached it from the wrong angle. Any help would be fantastic, as I've been trying at this for a few days now. Thanks

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  • Smoothing touch-based animation in iPhone OpenGL?

    - by quixoto
    I know this is vague, but looking for general tips/help on this, as it's not an area of significant expertise for me. I have some iPhone code that's basically an EAGL view handling a single touch. The app draws (using GL) a circle via triangle fan at the touch point, and moves it when the user moves the touch point, and re-renders the view then. When dragging a finger slowly, the circle keeps up and consistent with the finger as it moves. If I scribble my finger quickly back and forth across the screen, the rendering doesn't keep up with the touch motion, so you see an optical illusion of "multiple" discrete circles on the screen "at once". (Normal persistence of vision illusion). This optical illusion is jarring. How can I make this look more natural? Can I blur the motion of the circle somehow? Is this result the evidence of some bad frame rate issue? I see this artifact even when nothing else is being rendered, so I think this might just be as fast as we can go. Any hints or suggestions? Much appreciated. Thanks.

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  • Python with Wiimote using pywiiuse module

    - by Anon
    After seeing the abilities and hackibility of wiimotes I really want to use it in my 'Intro to programming' final. Everyone must make a python program and present it to the class. I want to make a game with pygame incorporating a wiimote. I found pywiiuse which is a very basic wrapper for the wiiuse library using c types. I can NOT get anything beyond LEDs and vibrating to work. Buttons, IR, motion sensing, nothing. I've tried different versions of wiiuse, pywiiuse, even python. I can't even get the examples that came with it to run. Here's the code I made as a simple test. I copied some of the example C++ code. from pywiiuse import * from time import sleep #Init wiimotes = wiiuse_init() #Find and start the wiimote found = wiiuse_find(wiimotes,1,5) #Make the variable wiimote to the first wiimote init() found wiimote = wiimotes.contents #Set Leds wiiuse_set_leds(wiimote,WIIMOTE_LED_1) #Rumble for 1 second wiiuse_rumble(wiimote,1) sleep(1) wiiuse_rumble(wiimote,0) #Turn motion sensing on(supposedly) wiiuse_motion_sensing(wiimote,1) while 1: #Poll the wiimotes to get the status like pitch or roll if(wiiuse_poll(wiimote,1)): print 'EVENT' And here's the output when I run it. wiiuse version 0.9 wiiuse api version 8 [INFO] Found wiimote [assigned wiimote id 1]. EVENT EVENT Traceback (most recent call last): File "C:\Documents and Settings\Nick\Desktop\wiimotetext.py", line 26, in <mod ule> if(wiiuse_poll(wiimote,1)): WindowsError: exception: access violation reading 0x00000004 It seems each time I run it, it prints out EVENT 2-5 times until the trace back. I have no clue what to do at this point, I've been trying for the past two days to get it working. Thanks!

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  • Autocorrelation returns random results with mic input (using a high pass filter)

    - by Niall
    Hello, Sorry to ask a similar question to the one i asked before (FFT Problem (Returns random results)), but i've looked up pitch detection and autocorrelation and have found some code for pitch detection using autocorrelation. Im trying to do pitch detection of a users singing. Problem is, it keeps returning random results. I've got some code from http://code.google.com/p/yaalp/ which i've converted to C++ and modified (below). My sample rate is 2048, and data size is 1024. I'm detecting pitch of both a sine wave and mic input. The frequency of the sine wave is 726.0, and its detecting it to be 722.950820 (which im ok with), but its detecting the pitch of the mic as a random number from around 100 to around 1050. I'm now using a High pass filter to remove the DC offset, but it's not working. Am i doing it right, and if so, what else can i do to fix it? Any help would be greatly appreciated! double* doHighPassFilter(short *buffer) { // Do FFT: int bufferLength = 1024; float *real = malloc(bufferLength*sizeof(float)); float *real2 = malloc(bufferLength*sizeof(float)); for(int x=0;x<bufferLength;x++) { real[x] = buffer[x]; } fft(real, bufferLength); for(int x=0;x<bufferLength;x+=2) { real2[x] = real[x]; } for (int i=0; i < 30; i++) //Set freqs lower than 30hz to zero to attenuate the low frequencies real2[i] = 0; // Do inverse FFT: inversefft(real2,bufferLength); double* real3 = (double*)real2; return real3; } double DetectPitch(short* data) { int sampleRate = 2048; //Create sine wave double *buffer = malloc(1024*sizeof(short)); double amplitude = 0.25 * 32768; //0.25 * max length of short double frequency = 726.0; for (int n = 0; n < 1024; n++) { buffer[n] = (short)(amplitude * sin((2 * 3.14159265 * n * frequency) / sampleRate)); } doHighPassFilter(data); printf("Pitch from sine wave: %f\n",detectPitchCalculation(buffer, 50.0, 1000.0, 1, 1)); printf("Pitch from mic: %f\n",detectPitchCalculation(data, 50.0, 1000.0, 1, 1)); return 0; } // These work by shifting the signal until it seems to correlate with itself. // In other words if the signal looks very similar to (signal shifted 200 data) than the fundamental period is probably 200 data // Note that the algorithm only works well when there's only one prominent fundamental. // This could be optimized by looking at the rate of change to determine a maximum without testing all periods. double detectPitchCalculation(double* data, double minHz, double maxHz, int nCandidates, int nResolution) { //-------------------------1-------------------------// // note that higher frequency means lower period int nLowPeriodInSamples = hzToPeriodInSamples(maxHz, 2048); int nHiPeriodInSamples = hzToPeriodInSamples(minHz, 2048); if (nHiPeriodInSamples <= nLowPeriodInSamples) printf("Bad range for pitch detection."); if (1024 < nHiPeriodInSamples) printf("Not enough data."); double *results = new double[nHiPeriodInSamples - nLowPeriodInSamples]; //-------------------------2-------------------------// for (int period = nLowPeriodInSamples; period < nHiPeriodInSamples; period += nResolution) { double sum = 0; // for each sample, find correlation. (If they are far apart, small) for (int i = 0; i < 1024 - period; i++) sum += data[i] * data[i + period]; double mean = sum / 1024.0; results[period - nLowPeriodInSamples] = mean; } //-------------------------3-------------------------// // find the best indices int *bestIndices = findBestCandidates(nCandidates, results, nHiPeriodInSamples - nLowPeriodInSamples - 1); //note findBestCandidates modifies parameter // convert back to Hz double *res = new double[nCandidates]; for (int i=0; i < nCandidates;i++) res[i] = periodInSamplesToHz(bestIndices[i]+nLowPeriodInSamples, 2048); double pitch2 = res[0]; free(res); free(results); return pitch2; } /// Finds n "best" values from an array. Returns the indices of the best parts. /// (One way to do this would be to sort the array, but that could take too long. /// Warning: Changes the contents of the array!!! Do not use result array afterwards. int* findBestCandidates(int n, double* inputs,int length) { //int length = inputs.Length; if (length < n) printf("Length of inputs is not long enough."); int *res = new int[n]; double minValue = 0; for (int c = 0; c < n; c++) { // find the highest. double fBestValue = minValue; int nBestIndex = -1; for (int i = 0; i < length; i++) { if (inputs[i] > fBestValue) { nBestIndex = i; fBestValue = inputs[i]; } } // record this highest value res[c] = nBestIndex; // now blank out that index. if(nBestIndex!=-1) inputs[nBestIndex] = minValue; } return res; } int hzToPeriodInSamples(double hz, int sampleRate) { return (int)(1 / (hz / (double)sampleRate)); } double periodInSamplesToHz(int period, int sampleRate) { return 1 / (period / (double)sampleRate); } Thanks, Niall. Edit: Changed the code to implement a high pass filter with a cutoff of 30hz (from What Are High-Pass and Low-Pass Filters?, can anyone tell me how to convert the low-pass filter using convolution to a high-pass one?) but it's still returning random results. Plugging it into a VST host and using VST plugins to compare spectrums isn't an option to me unfortunately.

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  • continueTrackingWithTouch: withEvent: not being called continuously.

    - by Steven Noyes
    I have a very simply subclass of UIButton that will fire off a custom event when the button has been held for 2 seconds. To accomplish this, I overrode: // // Mouse tracking // - (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super beginTrackingWithTouch:touch withEvent:event]; [self setTimeButtonPressed:[NSDate date]]; return (YES); } - (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super continueTrackingWithTouch:touch withEvent:event]; if ([[self timeButtonPressed] timeIntervalSinceNow] > 2.0) { // // disable the button. This will eventually fire the event // but this is just stubbed to act as a break point area. // [self setEnabled:NO]; [self setSelected:NO]; } return (YES); } My problem is (this is in the simulator, can't do on device work quite yet) "continueTrackingWithTouch: withEvent:" is not being called unless the mouse is actually moved. It does not take much motion, but it does take some motion. By returning "YES" in both of these, I should be setup to receive continuous events. Is this an oddity of the simulator or am I doing something wrong? NOTE: userInteractionEnabled is set to YES. NOTE2: I could setup a timer in beginTrackingWithTouch: withEvent: but that seems like more effort for something that should be simple.

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  • How to properly force a Blackberry Java application to install using Loader.exe

    - by Kevin White
    I want to include the Application Loader process in a software installation, to ensure that users get our software installed on their Blackberry by the time our installer software finishes. I know this is possible, because Aerize Card Loader (http://aerize.com/blackberry/software/loader/) does this. When you install their software, if your Blackberry is connected the Application Loader will come up and force the .COD file to install to the device. I can't make it work. Looking at RIM's own documentation, I need to: Place the ALX and COD files into a subfolder here: C:\Program Files\Common Files\Research In Motion\Shared\Applications\ Add a path to the ALX file in HKCU\Software\Research In Motion\Blackberry\Loader\Packages Index the application, by executing this at the command line: loader.exe /index Start the force load, by doing this: loader.exe /defaultUSB /forceload When I execute that last command, the Application Loader comes up and says that all applications are up to date and nothing needs to be done. If I execute loader.exe by double-clicking on it (or typing in the command with no parameters), I get the regular Application Loader wizard. It shows my program as listed, but un-checked. If I check it and click next, it will install to the Blackberry. (This is the part that I want to avoid, and that Aerize Card Loader's install process avoids.) What am I missing? It appears that the Aerize installer is doing something different but I haven't been able to ascertain what.

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  • MouseMotion Sensor Method Call

    - by user321894
    I have a soon-to-be due assignment due in computer science. I have encountered a problem, for which no matter how long I study the API's of the class and superclasses, I can not figure out. Suppose I wish to design a sort of "Breakout game" where the mouse motion controls the motion of a block that is used to bounce a ball, which then destroys multi colored bricks. How do you specifically make the block "listen" to the mouse? The below code is what I have attempted to achieve the desired results. /** Breakout Program*/ public class Breakout extends GraphicsProgram implements MouseMotionListener { ... /** The Paddle Itself */ private GRect paddle = new GRect(0, HEIGHT-PADDLEBOTTOM_OFFSET, PADDLEWIDTH, PADDLEHEIGHT); ... /** Run the Breakout program. */ public void run() { paddle.setFillColor(Color.BLACK); paddle.setFilled(true); add(paddle); paddle.addMouseListener(this); ... } /** Move the horizontal middle of the paddle to the x-coordinate of the mouse position - * -but keep the paddle completely on the board. */ public void mouseMoved(MouseEvent e) { GPoint p= new GPoint(e.getPoint()); double x = p.getX(); paddle.setLocation(x, HEIGHT-PADDLEBOTTOM_OFFSET); } } Any clarification on why/what I am doing incorrectly would be helpful, thanks.

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  • Clients not updating with approved updates from WSUS

    - by Ross
    Hi All, I've been a bit behind in my windows XP updates recently, and I have about 18 or so I need to roll out to all our users, according to WSUS. I'm trying it on a couple of test PCs, and so far i've had no luck. On each one, one update would install (and need a reboot), and nothing else since. When I run wuauclt.exe /detectnow, I get this in the windowsupdate.log: 2009-10-29 17:27:10:624 1128 93c AU Triggering AU detection through DetectNow API 2009-10-29 17:27:10:624 1128 93c AU Triggering Online detection (non-interactive) 2009-10-29 17:27:10:624 1128 504 AU ############# 2009-10-29 17:27:10:624 1128 504 AU ## START ## AU: Search for updates 2009-10-29 17:27:10:624 1128 504 AU ######### 2009-10-29 17:27:10:624 1128 504 AU <<## SUBMITTED ## AU: Search for updates [CallId = {59353978-CBA7-4B0B-AFD3-515577D3C16B}] 2009-10-29 17:27:10:624 1128 a14 Agent ************* 2009-10-29 17:27:10:624 1128 a14 Agent ** START ** Agent: Finding updates [CallerId = AutomaticUpdates] 2009-10-29 17:27:10:624 1128 a14 Agent ********* 2009-10-29 17:27:10:624 1128 a14 Agent * Online = Yes; Ignore download priority = No 2009-10-29 17:27:10:624 1128 a14 Agent * Criteria = "IsHidden=0 and IsInstalled=0 and DeploymentAction='Installation' and IsAssigned=1 or IsHidden=0 and IsPresent=1 and DeploymentAction='Uninstallation' and IsAssigned=1 or IsHidden=0 and IsInstalled=1 and DeploymentAction='Installation' and IsAssigned=1 and RebootRequired=1 or IsHidden=0 and IsInstalled=0 and DeploymentAction='Uninstallation' and IsAssigned=1 and RebootRequired=1" 2009-10-29 17:27:10:624 1128 a14 Agent * ServiceID = {3DA21691-E39D-4DA6-8A4B-B43877BCB1B7} 2009-10-29 17:27:10:624 1128 a14 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\SelfUpdate\Default\wuident.cab: 2009-10-29 17:27:10:655 1128 a14 Misc Microsoft signed: Yes 2009-10-29 17:27:10:702 1128 a14 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\SelfUpdate\Default\wuident.cab: 2009-10-29 17:27:10:702 1128 a14 Misc Microsoft signed: Yes 2009-10-29 17:27:10:780 1128 a14 Misc Validating signature for C:\WINDOWS\SoftwareDistribution\SelfUpdate\Default\wsus3setup.cab: 2009-10-29 17:27:10:780 1128 a14 Misc Microsoft signed: Yes 2009-10-29 17:27:10:796 1128 a14 Setup *********** Setup: Checking whether self-update is required *********** 2009-10-29 17:27:10:796 1128 a14 Setup * Inf file: C:\WINDOWS\SoftwareDistribution\SelfUpdate\Default\wsus3setup.inf 2009-10-29 17:27:10:796 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\cdm.dll: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:796 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wuapi.dll: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:796 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wuapi.dll.mui: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:796 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wuauclt.exe: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wuaucpl.cpl: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wuaucpl.cpl.mui: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wuaueng.dll: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wuaueng.dll.mui: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wucltui.dll: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wucltui.dll.mui: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wups.dll: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wups2.dll: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup Update NOT required for C:\WINDOWS\system32\wuweb.dll: target version = 7.1.6001.65, required version = 7.1.6001.65 2009-10-29 17:27:10:874 1128 a14 Setup * IsUpdateRequired = No 2009-10-29 17:27:17:468 1128 a14 PT +++++++++++ PT: Synchronizing server updates +++++++++++ 2009-10-29 17:27:17:468 1128 a14 PT + ServiceId = {3DA21691-E39D-4DA6-8A4B-B43877BCB1B7}, Server URL = hxxp://dublindc2/ClientWebService/client.asmx 2009-10-29 17:27:55:157 1128 a14 Agent * Found 0 updates and 46 categories in search; evaluated appl. rules of 478 out of 678 deployed entities 2009-10-29 17:27:55:173 1128 a14 Agent ********* 2009-10-29 17:27:55:173 1128 a14 Agent ** END ** Agent: Finding updates [CallerId = AutomaticUpdates] 2009-10-29 17:27:55:173 1128 a14 Agent ************* 2009-10-29 17:27:55:189 1128 f1c AU >>## RESUMED ## AU: Search for updates [CallId = {59353978-CBA7-4B0B-AFD3-515577D3C16B}] 2009-10-29 17:27:55:189 1128 f1c AU # 0 updates detected 2009-10-29 17:27:55:189 1128 f1c AU ######### 2009-10-29 17:27:55:189 1128 f1c AU ## END ## AU: Search for updates [CallId = {59353978-CBA7-4B0B-AFD3-515577D3C16B}] 2009-10-29 17:27:55:189 1128 f1c AU ############# 2009-10-29 17:27:55:189 1128 f1c AU AU setting next detection timeout to 2009-10-29 21:01:30 2009-10-29 17:27:55:189 1128 f1c AU Setting AU scheduled install time to 2009-10-30 13:00:00 2009-10-29 17:27:55:251 1128 a14 Report Uploading 2 events using cached cookie, reporting URL = hxxp://dublindc2/ReportingWebService/ReportingWebService.asmx 2009-10-29 17:27:55:267 1128 a14 Report Reporter successfully uploaded 2 events. 2009-10-29 17:28:00:173 1128 a14 Report REPORT EVENT: {BD891590-784B-4001-8116-D83962DAB749} 2009-10-29 17:27:55:173-0000 1 147 101 {00000000-0000-0000-0000-000000000000} 0 0 AutomaticUpdates Success Software Synchronization Windows Update Client successfully detected 0 updates. 2009-10-29 17:28:00:173 1128 a14 Report REPORT EVENT: {E578C377-5E09-4F4C-AB28-FE5131E2D6A7} 2009-10-29 17:27:55:173-0000 1 I've tried deleting everything in the C:\Windows\SoftwareDistribution, stopping the services, rebooting etc. Can anyone decipher the log to see where it's going wrong? Many thanks!

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