Search Results

Search found 9031 results on 362 pages for 'permanent position'.

Page 44/362 | < Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >

  • strange segmentation fault during function return

    - by Kyle
    I am running a program on 2 different machines. On one it works fine without issue. On the other it results in a segmentation fault. Through debugging, I have figured out where the fault occurs, but I can't figure out a logical reason for it to happen. In one function I have the following code: pass_particles(particle_grid, particle_properties, input_data, coll_eros_track, collision_number_part, world, grid_rank_lookup, grid_locations); cout<<"done passing particles"<<endl; The function pass_particles looks like: void pass_particles(map<int,map<int,Particle> > & particle_grid, std::vector<Particle_props> & particle_properties, User_input& input_data, data_tracking & coll_eros_track, vector<int> & collision_number_part, mpi::communicator & world, std::map<int,int> & grid_rank_lookup, map<int,std::vector<double> > & grid_locations) { //cout<<"east-west"<<endl; //east-west exchange (x direction) map<int, vector<Particle> > particles_to_be_sent_east; map<int, vector<Particle> > particles_to_be_sent_west; vector<Particle> particles_received_east; vector<Particle> particles_received_west; int counter_x_sent=0; int counter_x_received=0; for(grid_iter=particle_grid.begin();grid_iter!=particle_grid.end();grid_iter++) { map<int,Particle>::iterator part_iter; for (part_iter=grid_iter->second.begin();part_iter!=grid_iter->second.end();) { if (particle_properties[part_iter->second.global_part_num()].particle_in_box()[grid_iter->first]) { //decide if a particle has left the box...need to consider whether particle was already outside the box if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()>(grid_locations[grid_iter->first-input_data.z_numboxes()][0])) || (input_data.periodic_walls_x() && (grid_iter->first-floor(grid_iter->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes()) && (part_iter->second.position().x()>(grid_locations[input_data.total_boxes()-1][0])))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); particle_properties[particle_grid[grid_iter->first][part_iter->first].global_part_num()].particle_in_box()[grid_iter->first]=false; counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()<(grid_locations[grid_iter->first+input_data.z_numboxes()][1])) || (input_data.periodic_walls_x() && (grid_iter->first-floor(grid_iter->first/(input_data.xz_numboxes()))*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1) && (part_iter->second.position().x()<(grid_locations[0][1]))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); particle_properties[particle_grid[grid_iter->first][part_iter->first].global_part_num()].particle_in_box()[grid_iter->first]=false; counter_sent++; counter_x_sent++; } //select particles in overlap areas to send to neighboring cells else if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()<(grid_locations[grid_iter->first][0]+input_data.diam_large()))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()>(grid_locations[grid_iter->first][1]-input_data.diam_large()))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } ++part_iter; } else if (particles_received_current[grid_iter->first].find(part_iter->first)!=particles_received_current[grid_iter->first].end()) { if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()<(grid_locations[grid_iter->first][0]+input_data.diam_large()))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()>(grid_locations[grid_iter->first][1]-input_data.diam_large()))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } part_iter++; } else { particle_grid[grid_iter->first].erase(part_iter++); counter_removed++; } } } world.barrier(); mpi::request reqs_x_send[particles_to_be_sent_west.size()+particles_to_be_sent_east.size()]; vector<multimap<int,int> > box_sent_x_info; box_sent_x_info.resize(world.size()); vector<multimap<int,int> > box_received_x_info; box_received_x_info.resize(world.size()); int counter_x_reqs=0; //send particles for(grid_iter_vec=particles_to_be_sent_west.begin();grid_iter_vec!=particles_to_be_sent_west.end();grid_iter_vec++) { if (grid_iter_vec->second.size()!=0) { //send a particle. 50 will be "west" tag if (input_data.periodic_walls_x() && (grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes())) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1)], grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1), particles_to_be_sent_west[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1)]].insert(pair<int,int>(world.rank(), grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1))); } else if (!(grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes())) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()], grid_iter_vec->first - input_data.z_numboxes(), particles_to_be_sent_west[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()]].insert(pair<int,int>(world.rank(),grid_iter_vec->first - input_data.z_numboxes())); } } } for(grid_iter_vec=particles_to_be_sent_east.begin();grid_iter_vec!=particles_to_be_sent_east.end();grid_iter_vec++) { if (grid_iter_vec->second.size()!=0) { //send a particle. 60 will be "east" tag if (input_data.periodic_walls_x() && (grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes())*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1)) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)], 2000000000-(grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)), particles_to_be_sent_east[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)]].insert(pair<int,int>(world.rank(),2000000000-(grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)))); } else if (!(grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes())*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1)) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()], 2000000000-(grid_iter_vec->first + input_data.z_numboxes()), particles_to_be_sent_east[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()]].insert(pair<int,int>(world.rank(), 2000000000-(grid_iter_vec->first + input_data.z_numboxes()))); } } } counter=0; for (int i=0;i<world.size();i++) { //if (world.rank()!=i) //{ reqs[counter++]=world.isend(i,1000000000,box_sent_x_info[i]); reqs[counter++]=world.irecv(i,1000000000,box_received_x_info[i]); //} } mpi::wait_all(reqs, reqs + world.size()*2); //receive particles //receive west particles for (int j=0;j<world.size();j++) { multimap<int,int>::iterator received_info_iter; for (received_info_iter=box_received_x_info[j].begin();received_info_iter!=box_received_x_info[j].end();received_info_iter++) { //receive the message if (received_info_iter->second<1000000000) { //receive the message world.recv(received_info_iter->first,received_info_iter->second,particles_received_west); //loop through all the received particles and add them to the particle_grid for this processor for (unsigned int i=0;i<particles_received_west.size();i++) { particle_grid[received_info_iter->second].insert(pair<int,Particle>(particles_received_west[i].global_part_num(),particles_received_west[i])); if(particles_received_west[i].position().x()>grid_locations[received_info_iter->second][0] && particles_received_west[i].position().x()<grid_locations[received_info_iter->second][1]) { particle_properties[particles_received_west[i].global_part_num()].particle_in_box()[received_info_iter->second]=true; } counter_received++; counter_x_received++; } } else { //receive the message world.recv(received_info_iter->first,received_info_iter->second,particles_received_east); //loop through all the received particles and add them to the particle_grid for this processor for (unsigned int i=0;i<particles_received_east.size();i++) { particle_grid[2000000000-received_info_iter->second].insert(pair<int,Particle>(particles_received_east[i].global_part_num(),particles_received_east[i])); if(particles_received_east[i].position().x()>grid_locations[2000000000-received_info_iter->second][0] && particles_received_east[i].position().x()<grid_locations[2000000000-received_info_iter->second][1]) { particle_properties[particles_received_east[i].global_part_num()].particle_in_box()[2000000000-received_info_iter->second]=true; } counter_received++; counter_x_received++; } } } } mpi::wait_all(reqs_y_send, reqs_y_send + particles_to_be_sent_bottom.size()+particles_to_be_sent_top.size()); mpi::wait_all(reqs_z_send, reqs_z_send + particles_to_be_sent_south.size()+particles_to_be_sent_north.size()); mpi::wait_all(reqs_x_send, reqs_x_send + particles_to_be_sent_west.size()+particles_to_be_sent_east.size()); cout<<"x sent "<<counter_x_sent<<" and received "<<counter_x_received<<" from rank "<<world.rank()<<endl; cout<<"rank "<<world.rank()<<" sent "<<counter_sent<<" and received "<<counter_received<<" and removed "<<counter_removed<<endl; cout<<"done passing"<<endl; } I only posted some of the code (so ignore the fact that some variables may appear to be undefined, as they are in a portion of the code I didn't post) When I run the code (on the machine in which it fails), I get done passing but not done passing particles I am lost as to what could possibly cause a segmentation fault between the end of the called function and the next line in the calling function and why it would happen on one machine and not another.

    Read the article

  • Creating Descriptive Flex Field (DFF) Bean in OAF

    - by Manoj Madhusoodanan
    In this blog I will explain how to add a custom DFF in a custom OAF page.I am using XXCUST_DFF_DEMO table to store the DFF values.Also I am using custom DFF named XXCUST_PERSON_DFF.  Following steps needs to be performed to create this solution. 1) Register the custom table in Oracle Application2) Register the DFF3) Define the segments of DFF4) Create BC4J components for OAF and OA Page which holds the DFF I will explain the steps in detail below. Register the custom table in Oracle Application I am using custom DFF here so I have to register the custom table which I am going to capture the values.Please click here to see the table script. I am using the AD_DD package to register the custom table.Please click here to see the table registration script. Please verify the table has registered successfully. Navigation: Application Developer > Application > Database > Table Table has registered successfully. Register the DFF Next step is to register the DFF. Navigate to Application Developer > Flex Field > Descriptive > Register. Give details as below. Click on Reference Fields and set the Reference Field as ATTRIBUTE_CATEGORY. Click on the Columns button to verify that the columns ATTRIBUTE_CATEGORY,ATTRIBUTE1 .... ATTRIBUTE30 are enabled. DFF has registered successfully. Define the segments of DFF Here I am going to define the segments of the DFF.Navigate to Application Developer > Flex Field > Descriptive > Segments.Query for "XXCUST - Person DFF". Uncheck "Freeze Flexfield Definition". In my DFF the reference field I want to display a value set which has values "Permanent" and "Contractor". So define a value set  XXCUST_EMPLOYMENT_TYPE. Navigation: Application Developer > Flex Field > Descriptive > Validation > Sets After that assign the values to above created value sets. Navigation: Application Developer > Flex Field > Descriptive > Validation > Values Assign XXCUST_EMPLOYMENT_TYPE to Context Field Valueset. Setup the Context Field Values based on below table. Context Code Segments Global Data Elements Phone Number Email Fax Contractor Manager Extension Number CSP Name Permanent Extension Number Access Card Number Phone Number,Email and Fax displays always.When user choose Context Value as "Contractor" Manager Extension Number and CSP Name will show.In case of "Permanent" Extension Number and Access Card Number will show.  Assign value set also as follows. For Global Data Elements following are the segments. For "Contractor" following are the segments. For "Permanent" following are the segments. Check the "Freeze Flexfield Definition" check box and save.Standard concurrent program "Flexfield View Generator" will generate XXCUST_DFF_DEMO_DFV view which we mentioned in the DFF registration step.  Now the DFF has created successfully and ready to use. Create BC4J components for OAF and OA Page which holds the DFF Create the BC4J components ( EO,VO and AM) appropriately.Create the page based on the created VO.For DFF create an item of type "flex" with following property.  Note: You cannot create a flex item directly under a messageComponentLayout region, but you can create a messageLayout region under the messageComponentLayout region and add the flex item under the messageLayout region. In the Segment List property give the segment names which you want to display.The syntax of this is Global Data Elements|SEGMENT 1|...|SEGMENT N||[Context Code1]|SEGMENT 1|...|SEGMENT N||[Context Code2]|SEGMENT 1|...|SEGMENT N||... Eg: Global Data Elements|Phone Number|Email|Fax||Contractor|Manager Extension Number|CSP Name||Permanent|Extension Number|Access Card Number When you change the Context Value corresponding segments will display automatically by PPR in the page. You can attach partial action to the DFF bean programmatically so that you can identify the action related to DFF. pageContext.getParameter(EVENT_PARAM) will return "FLEX_CONTEXT_CHANGEDPersonDFF" when you change the DFF Context. Page is ready and you can test. When you choose "Contract" following output you can see. When you choose "Permanent" following output you can see.  Give proper values and press Apply.You can see values populated in the table.

    Read the article

  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

    Read the article

  • 2d tank movement and turret solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

    Read the article

  • 2D tower defense - A bullet to an enemy

    - by Tashu
    I'm trying to find a good solution for a bullet to hit the enemy. The game is 2D tower defense, the tower is supposed to shoot a bullet and hit the enemy guaranteed. I tried this solution - http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/ The link mentioned to subtract the bullet's origin and the enemy as well (vector subtraction). I tried that but a bullet just follows around the enemy. float diffX = enemy.position.x - position.x; float diffY = enemy.position.y - position.y; velocity.x = diffX; velocity.y = diffY; position.add(velocity.x * deltaTime, velocity.y * deltaTime); I'm familiar with vectors but not sure what steps (vector math operations) to be done to get this solution working.

    Read the article

  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

    Read the article

  • Triangle Picking Picking Back faces

    - by Tangeleno
    I'm having a bit of trouble with 3D picking, at first I thought my ray was inaccurate but it turns out that the picking is happening on faces facing the camera and faces facing away from the camera which I'm currently culling. Here's my ray creation code, I'm pretty sure the problem isn't here but I've been wrong before. private uint Pick() { Ray cursorRay = CalculateCursorRay(); Vector3? point = Control.Mesh.RayCast(cursorRay); if (point != null) { Tile hitTile = Control.TileMesh.GetTileAtPoint(point); return hitTile == null ? uint.MaxValue : (uint)(hitTile.X + hitTile.Y * Control.Generator.TilesWide); } return uint.MaxValue; } private Ray CalculateCursorRay() { Vector3 nearPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 0f)); Vector3 farPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 1f)); Vector3 direction = farPoint - nearPoint; direction.Normalize(); return new Ray(nearPoint, direction); } public Vector3 Camera.Unproject(Vector3 source) { Vector4 result; result.X = (source.X - _control.ClientRectangle.X) * 2 / _control.ClientRectangle.Width - 1; result.Y = (source.Y - _control.ClientRectangle.Y) * 2 / _control.ClientRectangle.Height - 1; result.Z = source.Z - 1; if (_farPlane - 1 == 0) result.Z = 0; else result.Z = result.Z / (_farPlane - 1); result.W = 1f; result = Vector4.Transform(result, Matrix4.Invert(ProjectionMatrix)); result = Vector4.Transform(result, Matrix4.Invert(ViewMatrix)); result = Vector4.Transform(result, Matrix4.Invert(_world)); result = Vector4.Divide(result, result.W); return new Vector3(result.X, result.Y, result.Z); } And my triangle intersection code. Ripped mainly from the XNA picking sample. public float? Intersects(Ray ray) { float? closestHit = Bounds.Intersects(ray); if (closestHit != null && Vertices.Length == 3) { Vector3 e1, e2; Vector3.Subtract(ref Vertices[1].Position, ref Vertices[0].Position, out e1); Vector3.Subtract(ref Vertices[2].Position, ref Vertices[0].Position, out e2); Vector3 directionCrossEdge2; Vector3.Cross(ref ray.Direction, ref e2, out directionCrossEdge2); float determinant; Vector3.Dot(ref e1, ref directionCrossEdge2, out determinant); if (determinant > -float.Epsilon && determinant < float.Epsilon) return null; float inverseDeterminant = 1.0f/determinant; Vector3 distanceVector; Vector3.Subtract(ref ray.Position, ref Vertices[0].Position, out distanceVector); float triangleU; Vector3.Dot(ref distanceVector, ref directionCrossEdge2, out triangleU); triangleU *= inverseDeterminant; if (triangleU < 0 || triangleU > 1) return null; Vector3 distanceCrossEdge1; Vector3.Cross(ref distanceVector, ref e1, out distanceCrossEdge1); float triangleV; Vector3.Dot(ref ray.Direction, ref distanceCrossEdge1, out triangleV); triangleV *= inverseDeterminant; if (triangleV < 0 || triangleU + triangleV > 1) return null; float rayDistance; Vector3.Dot(ref e2, ref distanceCrossEdge1, out rayDistance); rayDistance *= inverseDeterminant; if (rayDistance < 0) return null; return rayDistance; } return closestHit; } I'll admit I don't fully understand all of the math behind the intersection and that is something I'm working on, but my understanding was that if rayDistance was less than 0 the face was facing away from the camera, and shouldn't be counted as a hit. So my question is, is there an issue with my intersection or ray creation code, or is there another check I need to perform to tell if the face is facing away from the camera, and if so any hints on what that check might contain would be appreciated.

    Read the article

  • How can I fix latency problems for car game?

    - by Freddy
    Basically I'm trying to make a online car racing game for IOS using Game Center real time multiplayer. I have setup a timer that sends data every 0.02 seconds to the other player with the current position and current angle. However sometimes, it will take LONGER then these 0.02 seconds for the package to be sent and then received. In this case i have implemented a method that "calculate" what the next position should be if no position is received based on the last position and angle. However, when the data then receives for let say 0.04 seconds after, it will change back to the last position, which will result in the car "jumping" back and lag. And If i just keep ignoring the data it will never take any input from the other user. Is their any way to prevent this? I suppose this needs to be fixed with some client-sided algorithm.

    Read the article

  • movement of sprites with kinect and xna

    - by pablopp83
    im working on a proyect with kinect sdk and xna 4.0. i need take the position of the hands and draw a sprite over it. im doing it directly and, because of that, i get a "trembling hands" effect. so, i was thinking on make the sprite move from the previous position to the new one, given in every frame by the new hand position. this way, the sprite does not jump from one position to another. this is working just fine, but im using a constant value for the velocity, and i really would like to use a variable velocity given by the difference between the prev and the new position. this is, if the hand move more quickly in the reality, the velocity will be higher. I really dont have a clue on how to make this works. can somebody point me in the right direction? thanks.

    Read the article

  • Saving more corsor positions (with tput?) in bash terminal

    - by AndreasT
    I know that tput sc saves the current cursor position and tput rc restores it exactly where tput sc was called. The problem is that every time tput sc is called, it overwrites the previous saved position. Is there a way to save more positions, e.g. tput sc pos1 and tput sc pos2 which can be restored with, say, tput rc pos1 and tput rc pos2 respectively? (The solution need not make use of tput, I mentioned it because it's the only command I know that handles cursor position) If not, is there a way to at least save the cursor position locally in a function, so that if a function uses tput sc and then calls another function that runs again tput sc, then each function restores its own saved cursor position when invoking tput rc? Thanks in advance.

    Read the article

  • How to remove items from an arraylist without shrinking the list [migrated]

    - by user73710
    I have a case where I am using the ArrayList to keep a list of items that are keyed by their position in the list. Other objects reference the ArrayList items by their position. If I delete one of the items from the list, I don't want the list to shrink because that would invalidate all other references to items in the list (e.g. item 2 is now in position 1). My solution to the shrinking array list problem is to null the position in the arraylist so that the list will not shrink. I am curious whether this will free the memory formerly held by the item at that position. If there is a better way to accomplish this requirement, I would like to know about it.

    Read the article

  • IE: position two text lines on top and bottom corners in table cell?

    - by diggonce
    I have a table with dynamic data. And there is a specific line of text which should be displayed only when a user hovers over the table row. This line of text should be 'fixed' to the table cell's bottom edge. It works so far with Firefox, but fails in IE. Live code can be seen here: http://2010resolutions.org/test/index.html The text in red should be fixed to the table cell's bottom border. (They will have a fixed height and width) Any clues how to get this working in IE? Any help is appreciated. Here's the code: <style> table { width: 500px; background: gray; } td { vertical-align: top; } .wrapper { position: relative; background: green; } tr, td, .wrapper { height: 100%; padding-bottom: 0.75em; } .bottom { position: absolute; left: 0; bottom: 0; background: red; } .bottom { visibility: hidden; } tr:hover .bottom { visibility: visible; } </style> <table> <tr class="data"> <td> <div class="wrapper"> This is line 1<br /> This is line 2<br /> This is line 3<br /> <span class="bottom">Bottom line 1</span> </div> </td> <td> <div class="wrapper"> This is line 4<br /> This is line 5<br /> This is line 6<br /> <span class="bottom">Bottom line 2</span></span> </div> </td> <td> <div class="wrapper"> This is line 7<br /> This is line 8<br /> This is line 9<br /> This is line 10<br /> This is line 11<br /> This is line 12<br /> <span class="bottom">Bottom line 3</span> </div> </td> </tr> <tr> <td>&nbsp;</td> <td>&nbsp;</td> <td>&nbsp;</td> </tr> </table>

    Read the article

  • iOS: AVQueuePlayer/AVPlayerItem 'An AVPlayerItem can occupy only one position in a player's queue at a time.'

    - by JoshDG
    I keep getting this error: 'An AVPlayerItem can occupy only one position in a player's queue at a time.' I NSLog'd the players items, and none of them seem to be equal. Further, I added this just to be sure: if([player canInsertItem:itemToAdd afterItem:nil]) [player insertItem:itemToAdd afterItem:nil]; When I wasn't sure if that would work (can have two identical items in different memory locations) I wrote a category method to test if a player contains an item or something identical to it. Yet, I'm still getting the error. I've seen several posts of people getting this error with MPMoviePlayerController, but I'm not using that custom class, just the out of the box AVQueuePlayer. Any ideas on how to fix this?

    Read the article

  • Positioning divs inside a container div without the content of an upper div affecting the position o

    - by silverCORE
    Hi. I'm trying to accomplish the following layout, and I'm almost there, except for the last green div, which is going lower and lower depending on the content of the content (white) div. If I set a value for the TOP property for the green div, and then I add some more text to the content div, the green div goes lower and lower. Since the green div is child to the main container div, and the green div is relatively positioned, isn't it supposed to be placed specifically at the position indicated by the TOP value of it? If I'm incorrect...can someone please tell me how can i make it so that the green div is always displayed at the same spot within the container (gray) div, regardless of the height of the content/white div? I tried to paste the css code here but was having problems with the brower. you can see the test site source/css at http://www.rae-mx.com/test tia for the help.

    Read the article

  • Using LINQ to XML, how can I join two sets of data based on ordinal position?

    - by Donald Hughes
    Using LINQ to XML, how can I join two sets of data based on ordinal position? <document> <set1> <value>A</value> <value>B</value> <value>C</value> </set1> <set2> <value>1</value> <value>2</value> <value>3</value> </set2> </document> Based on the above fragment, I would like to join the two sets together such that "A" and "1" are in the same record, "B" and "2" are in the same record, and "C" and "3" are in the same record.

    Read the article

  • C# Reading and Writing a Char[] to and from a Byte[] - Updated with Solution

    - by Simon G
    Hi, I have a byte array of around 10,000 bytes which is basically a blob from delphi that contains char, string, double and arrays of various types. This need to be read in and updated via C#. I've created a very basic reader that gets the byte array from the db and converts the bytes to the relevant object type when accessing the property which works fine. My problem is when I try to write to a specific char[] item, it doesn't seem to update the byte array. I've created the following extensions for reading and writing: public static class CharExtension { public static byte ToByte( this char c ) { return Convert.ToByte( c ); } public static byte ToByte( this char c, int position, byte[] blob ) { byte b = c.ToByte(); blob[position] = b; return b; } } public static class CharArrayExtension { public static byte[] ToByteArray( this char[] c ) { byte[] b = new byte[c.Length]; for ( int i = 1; i < c.Length; i++ ) { b[i] = c[i].ToByte(); } return b; } public static byte[] ToByteArray( this char[] c, int positon, int length, byte[] blob ) { byte[] b = c.ToByteArray(); Array.Copy( b, 0, blob, positon, length ); return b; } } public static class ByteExtension { public static char ToChar( this byte[] b, int position ) { return Convert.ToChar( b[position] ); } } public static class ByteArrayExtension { public static char[] ToCharArray( this byte[] b, int position, int length ) { char[] c = new char[length]; for ( int i = 0; i < length; i++ ) { c[i] = b.ToChar( position ); position += 1; } return c; } } to read and write chars and char arrays my code looks like: Byte[] _Blob; // set from a db field public char ubin { get { return _tariffBlob.ToChar( 14 ); } set { value.ToByte( 14, _Blob ); } } public char[] usercaplas { get { return _tariffBlob.ToCharArray( 2035, 10 ); } set { value.ToByteArray( 2035, 10, _Blob ); } } So to write to the objects I can do: ubin = 'C'; // this will update the byte[] usercaplas = new char[10] { 'A', 'B', etc. }; // this will update the byte[] usercaplas[3] = 'C'; // this does not update the byte[] I know the reason is that the setter property is not being called but I want to know is there a way around this using code similar to what I already have? I know a possible solution is to use a private variable called _usercaplas that I set and update as needed however as the byte array is nearly 10,000 bytes in length the class is already long and I would like a simpler approach as to reduce the overall code length and complexity. Thank Solution Here's my solution should anyone want it. If you have a better way of doing then let me know please. First I created a new class for the array: public class CharArrayList : ArrayList { char[] arr; private byte[] blob; private int length = 0; private int position = 0; public CharArrayList( byte[] blob, int position, int length ) { this.blob = blob; this.length = length; this.position = position; PopulateInternalArray(); SetArray(); } private void PopulateInternalArray() { arr = blob.ToCharArray( position, length ); } private void SetArray() { foreach ( char c in arr ) { this.Add( c ); } } private void UpdateInternalArray() { this.Clear(); SetArray(); } public char this[int i] { get { return arr[i]; } set { arr[i] = value; UpdateInternalArray(); } } } Then I created a couple of extension methods to help with converting to a byte[] public static byte[] ToByteArray( this CharArrayList c ) { byte[] b = new byte[c.Count]; for ( int i = 0; i < c.Count; i++ ) { b[i] = Convert.ToChar( c[i] ).ToByte(); } return b; } public static byte[] ToByteArray( this CharArrayList c, byte[] blob, int position, int length ) { byte[] b = c.ToByteArray(); Array.Copy( b, 0, blob, position, length ); return b; } So to read and write to the object: private CharArrayList _usercaplass; public CharArrayList usercaplas { get { if ( _usercaplass == null ) _usercaplass = new CharArrayList( _tariffBlob, 2035, 100 ); return _usercaplass; } set { _usercaplass = value; _usercaplass.ToByteArray( _tariffBlob, 2035, 100 ); } } As mentioned before its not an ideal solutions as I have to have private variables and extra code in the setter but I couldnt see a way around it.

    Read the article

  • posmax: like argmax but gives the position(s) of the element x for which f[x] is maximal

    - by dreeves
    Mathematica has a built-in function ArgMax for functions over infinite domains, based on the standard mathematical definition. The analog for finite domains is a handy utility function. Given a function and a list (call it the domain of the function), return the element(s) of the list that maximize the function. Here's an example of finite argmax in action: http://stackoverflow.com/questions/471029/canonicalize-nfl-team-names/472213#472213 And here's my implementation of it (along with argmin for good measure): (* argmax[f, domain] returns the element of domain for which f of that element is maximal -- breaks ties in favor of first occurrence. *) SetAttributes[{argmax, argmin}, HoldFirst]; argmax[f_, dom_List] := Fold[If[f[#1]>=f[#2], #1, #2]&, First[dom], Rest[dom]] argmin[f_, dom_List] := argmax[-f[#]&, dom] First, is that the most efficient way to implement argmax? What if you want the list of all maximal elements instead of just the first one? Second, how about the related function posmax that, instead of returning the maximal element(s), returns the position(s) of the maximal elements?

    Read the article

  • How can I re-size and re-position a shadowbox/greybox window to display in a certain div element?

    - by kielie
    Hi guys, I would like to know if it is possible to re-size and re-position a greybox or shadowbox window to display in a certain div element? I am creating a template for a wordpress site, and I am using the default calendar, but when you click on a date inside of the calendar, the default action is to open it up in a new window. Would it be possible to mod greybox or shadowbox in such a way that when you click on a date, the box opens up over the calendar displaying the contents in it, instead of a new page? Or is there another way of achieving the desired result, maybe with jQuery or Javascript? Any help would be greatly appreciated, thanx in advance!

    Read the article

  • How do you post content to a specific template position?

    - by ?????
    I can't figure this out. I purchased a template / theme from RocketTheme, but I can't figure out how to add content at a specific position. The templates have "module positions" that collapse. I'd like to add some content at one of the module positions. If I add articles, they seem to go into "mainbody". But I'd like to have content in other areas of the template. How do I take some text, images, or other content, and get them to display in these other positions (i.e., TOP-A, or FEATURE-A, etc)?

    Read the article

  • Prevent Jcarousel from resetting to beginning position on page postback?

    - by lbholland
    I have a nice looking jarousel running from an asp:listview element, with asp:imagebuttons for the images. When clicked, the images in the carousel send the image id to querystring, and the new page is loaded with a larger version of the image and some asp:labels are filled in to describe the image. It looks and works great, except once the page reloads the jcarousel resets to original position, which is confusing to the user. What's the best way to prevent this? I tried using an UpdatePanel but couldn't figure out how to pass the querystring variable with the partial page update. I could pass the variable in a hidden field, but this wouldn't be very SEO friendly.

    Read the article

  • How to position a UIToolbar at the top of the screen?

    - by Mr_Nizzle
    I've figured out how to hide the navigation bar and then show the toolbar it has built-in but the toolbar appears at the bottom os the screen how can i position the toolbar on the top of the scren? here's some of my code UIBarButtonItem *yesterday = [[UIBarButtonItem alloc]initWithTitle:@"Yesterday" style:UIBarButtonItemStyleBordered target:self action:@selector(yesterday:)]; UIBarButtonItem *today = [[UIBarButtonItem alloc]initWithTitle:@"Today" style:UIBarButtonItemStyleDone target:self action:@selector(today:)]; UIBarButtonItem *tomorrow = [[UIBarButtonItem alloc]initWithTitle:@"Tomorrow" style:UIBarButtonItemStyleBordered target:self action:@selector(tomorrow:)]; UIBarButtonItem *month = [[UIBarButtonItem alloc]initWithTitle:@"Month" style:UIBarButtonItemStyleBordered target:self action:@selector(month:)]; NSArray *items = [NSArray arrayWithObjects:yesterday,today,tomorrow,month, nil]; [yesterday release]; [today release]; [tomorrow release]; [month release]; [self setToolbarItems:items]; [[self navigationController] setNavigationBarHidden:YES animated:NO]; [[self navigationController] setToolbarHidden:NO animated:YES]; Thanks.

    Read the article

  • How do I handle a low job offer for an entry level position?

    - by user229269
    Hi guys! I recently graduated with MS in CS and I am excited because I just received a job offer from a company I really like for an entry-level sw engineer position. The thing is that, although the salary is not my priority and I care way more about gaining experience, their offer unfortunately is way below of what I expected. Actually after I did some research I realized that, comparing to the average salary range for the entry-level sw engineering positions in my area (one of the most expensive areas in the US) supposedly [X - Y]$ (where X is the lowest average and Y the highest), their offer is 20% below X! I wouldnt have a problem accepting an offer around X but this one is even lower than the lowest. Can I counter offer the X which is 20% more than what they offered me but at the same time is the minimum average? -- And mind you that I didnt even take under consideration the fact that I hold a MS degree which in many cases yields to a 5-10% more pay.

    Read the article

  • Optimal sorting algorithm with modified cost... [closed]

    - by David
    The numbers are in a list that is not sorted and supports only one type of operation. The operation is defined as follows: Given a position i and a position j the operation moves the number at position i to position j without altering the relative order of the other numbers. If i j, the positions of the numbers between positions j and i - 1 increment by 1, otherwise if i < j the positions of the numbers between positions i+1 and j decreases by 1. This operation requires i steps to find a number to move and j steps to locate the position to which you want to move it. Then the number of steps required to move a number of position i to position j is i+j. Design an algorithm that given a list of numbers, determine the optimal(in terms of cost) sequence of moves to rearrange the sequence.

    Read the article

  • CSS: Explicitly declaring position, padding, margin, and overflow for every item?

    - by DavidR
    I've been working for a guy whose been teaching me css. I made a website based on his designs which I'm pretty proud of, but he got back to me saying that I need to explicitly declare the padding, margin, position, and overflow (specifically every item should have "overflow:hidden") on every item. Is there any basis to this at all? Is there anything I can use to refute this? I thought that declaring something like div,span,h1,[...] {padding:0;margin:0;postion:static;overflow:hidden} would take care of everything due to the cascade.

    Read the article

  • How can I position QDockWidgets as the screen shot shows using code?

    - by Nathan
    I want a Qt window to come up with the following arrangement of dock widgets on the right. Qt allows you to provide an argument to the addDockWidget method of QMainWindow to specify the position (top, bottom, left or right) but apparently not how two QDockWidgets placed on the same side will be arranged. Here is the code that adds the dock widgets. this uses PyQt4 but it should be the same for Qt with C++ self.memUseGraph = mem_use_widget(self) self.memUseDock = QDockWidget("Memory Usage") self.memUseDock.setObjectName("Memory Usage") self.memUseDock.setWidget(self.memUseGraph) self.addDockWidget(Qt.DockWidgetArea(Qt.RightDockWidgetArea),self.memUseDock) self.diskUsageGraph = disk_usage_widget(self) self.diskUsageDock = QDockWidget("Disk Usage") self.diskUsageDock.setObjectName("Disk Usage") self.diskUsageDock.setWidget(self.diskUsageGraph) self.addDockWidget(Qt.DockWidgetArea(Qt.RightDockWidgetArea),self.diskUsageDock) When this code is used to add both of them to the right side, one is above the other, not like the screen shot I made. The way I made that shot was to drag them there with the mouse after starting the program, but I need it to start that way.

    Read the article

< Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >