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  • CSharpCodeProvider 'cannot find metadata file' Compiling Plugin Code With Mono

    - by Jason Champion
    I have some code in an XML file that I load and compile at runtime in an application. This works fine on Windows, but under Mono I get assembly reference errors. Here's the examine code in question: public static bool CompileSpell(Spell spell) { CSharpCodeProvider prov = new CSharpCodeProvider(); CompilerParameters cp = new CompilerParameters(); cp.GenerateExecutable = true; cp.GenerateInMemory = true; cp.ReferencedAssemblies.Add("system.dll"); cp.ReferencedAssemblies.Add("system.xml.dll"); cp.ReferencedAssemblies.Add("BasternaeMud.dll"); cp.ReferencedAssemblies.Add("ZoneData.dll"); Log.Trace("Compiling spell '" + spell.Name + "'."); StringBuilder sb = new StringBuilder(); int idx = spell.FileName.IndexOf('.'); string file = spell.FileName; if (idx > 0) { file = spell.FileName.Substring(0, idx); } int lines = GenerateWithMain(sb, spell.Code, "BasternaeMud"); CompilerResults cr = prov.CompileAssemblyFromSource(cp,sb.ToString()); .... The specific errors I get in the compiler results are: cannot find metadata file 'system.dll' at line 0 column 0. cannot find metadata file 'system.xml.dll' at line 0 column 0. Mono obviously doesn't like the way I add referenced assemblies to the code I'm compiling for system.xml and system.xml.dll. The other two assemblies add fine, which is no surprise because they're the code that the compiler is actually executing from and exist in the executable directory. Any clue what I need to do to fix this? Maybe I could just drop those DLLs in the executable directory, but that feels like a dumb idea.

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  • My image is not showing in java, using ImageIcon

    - by user1048606
    I'd like to know why my images are now showing up when I use ImageIcon and when I have specified the directory the image is in. All I get is a black blank screen with nothing else on it. import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; import java.awt.Image; import java.awt.event.KeyEvent; import java.util.ArrayList; import javax.swing.ImageIcon; // Class for handling key input public class Craft { private int dx; private int dy; private int x; private int y; private Image image; private Image image2; private ArrayList missiles; private final int CRAFT_SIZE = 20; private String craft = "C:\\Users\\Jimmy\\Desktop\\Jimmy's Folder\\programs\\craft.png"; public Craft() { ImageIcon ii = new ImageIcon(craft); image2 = ii.getImage(); missiles = new ArrayList(); x = 40; y = 60; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public ArrayList getMissiles() { return missiles; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); // Shooting key if (key == KeyEvent.VK_SPACE) { fire(); } if (key == KeyEvent.VK_LEFT) { dx = -1; } if (key == KeyEvent.VK_RIGHT) { dx = 1; } if (key == KeyEvent.VK_UP) { dy = -1; } if (key == KeyEvent.VK_DOWN) { dy = 1; } } // Handles the missile object firing out of the ship public void fire() { missiles.add(new Missile(x + CRAFT_SIZE, y + CRAFT_SIZE/2)); } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT) { dx = 0; } if (key == KeyEvent.VK_UP) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } }

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  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • How to make natural-looking paths with A* on a grid?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • How do I correct a directory incorrectly copied into itself?

    - by Peter Boughton
    Given the following situation... <path>/mydir1/mydir2 ...where mydir2 should have overwritten mydir1, but was instead placed inside, and both directories actually have the same filename. How is that fixed? Attempting to do mv <path>/mydir/mydir/* <path>/mydir/ or mv <path>/mydir <path>/ results in: mv: cannot move `<path>/mydir/mydir` to a subdirectory of itself, `<path>/mydir` This seems stupidly simple, but it's late here and I can't figure it out. There are seventeen such directories to fix (path differs for each, but same mydir name). To confirm, the error message can be caused with this: # cd /path/to/directory # mv mydir/mydir ./ mv: cannot move `mydir/mydir' to a subdirectory of itself, `./mydir' Also tried: # mv mydir/mydir/* mydir/ mv: cannot move `mydir/mydir/otherdir1' to a subdirectory of itself, `mydir/otherdir1' mv: cannot move `mydir/mydir/otherdir2' to a subdirectory of itself, `mydir/otherdir2' and... # mv /path/to/directory/mydir/mydir/otherdir1 /path/to/directory/mydir/ mv: cannot move `/path/to/directory/mydir/mydir/otherdir1' to a subdirectory of itself, `/path/to/directory/mydir/otherdir1' and using a temporary directory: # mv mydir/mydir ./mydir-temp # mv mydir-temp/* mydir/ mv: cannot move `mydir-temp/otherdir1' to a subdirectory of itself, `mydir/otherdir1' mv: cannot move `mydir-temp/otherdir2' to a subdirectory of itself, `mydir/otherdir2' I found a similar question "How to recursively move all files (including hidden) in a subfolder into a parent folder in *nix?" which suggested that mv bar/{,.}* . would do this. But this also gives the same errors, as well as confusingly picking up . and .. from somewhere. # cd mydir # mv mydir/{,.}* . mv: cannot move `mydir/otherdir1' to a subdirectory of itself, `./otherdir1' mv: cannot move `mydir/otherdir2' to a subdirectory of itself, `./otherdir2' mv: cannot move `mydir/.' to `./.': Device or resource busy mv: cannot move `mydir/..' to `./..': Device or resource busy mv: overwrite `./.file'? y Another similar question "linux mv command weirdness" suggests that mv doesn't overwrite and a copy is required. # cd mydir # cp -rf ./mydir/* ./ cp: overwrite `./otherdir1/file1'? y cp: overwrite `./otherdir1/file2'? y cp: overwrite `./otherdir1/file3'? This appears to be working... except there's a lot of files (and dirs) - I don't want to confirm every one! Isn't the f there supposed to prevent this? Ok, so cp was aliased to cp -i (which I found out with type cp), and bypassed by using \cp -rf ./mydir/* ./ which seems to have worked. Although I've solved the problem of getting dirs/files from one place to another, I'm still curious as to what's going on with the mv stuff - is this really a deliberate feature as suggested by Warner?

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  • 8086 programming using TASM: pc to pc communication

    - by Komal
    .model small .stack 100 .data .code mov ah,00h mov al,0e3h mov dx,00h int 14h back: nop l1: mov ah,03h mov dx,00h int 14h and ah,01h cmp ah,01h jne l1 mov ah,02h mov dx,00h int 21h mov dl,al mov ah,02h int 21h jmb back mov ah,4ch int 21h end this a pc to pc commnication receiver program.i would like to know why have we used the mov dx,00h function and what is the meaning of mov al,0e3h this ?

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  • Making Thunar the default file browser without hiding the desktop icons

    - by Manu
    I really dislike Ubuntu's default file browser, nautilus, and decided to opt for a lighter alternative (Thunar or Xfe). I've used the following script to change the default to Thunar, but now all my icons are gone from the desktop ! The files are still there, in /home/myid/Desktop, but they do not appear. Is there a way to show them, or is this a consequence of removing nautilus as the default file browser ? Can I modify the following script* in order to keep the icons ? *copied from https://help.ubuntu.com/...: ## Originally written by aysiu from the Ubuntu Forums ## This is GPL'ed code ## So improve it and re-release it ## Define portion to make Thunar the default if that appears to be the appropriate action makethunardefault() { ## I went with --no-install-recommends because ## I didn't want to bring in a whole lot of junk, ## and Jaunty installs recommended packages by default. echo -e "\nMaking sure Thunar is installed\n" sudo apt-get update && sudo apt-get install thunar --no-install-recommends ## Does it make sense to change to the directory? ## Or should all the individual commands just reference the full path? echo -e "\nChanging to application launcher directory\n" cd /usr/share/applications echo -e "\nMaking backup directory\n" ## Does it make sense to create an entire backup directory? ## Should each file just be backed up in place? sudo mkdir nonautilusplease echo -e "\nModifying folder handler launcher\n" sudo cp nautilus-folder-handler.desktop nonautilusplease/ ## Here I'm using two separate sed commands ## Is there a way to string them together to have one ## sed command make two replacements in a single file? sudo sed -i -n 's/nautilus --no-desktop/thunar/g' nautilus-folder-handler.desktop sudo sed -i -n 's/TryExec=nautilus/TryExec=thunar/g' nautilus-folder-handler.desktop echo -e "\nModifying browser launcher\n" sudo cp nautilus-browser.desktop nonautilusplease/ sudo sed -i -n 's/nautilus --no-desktop --browser/thunar/g' nautilus-browser.desktop sudo sed -i -n 's/TryExec=nautilus/TryExec=thunar/g' nautilus-browser.desktop echo -e "\nModifying computer icon launcher\n" sudo cp nautilus-computer.desktop nonautilusplease/ sudo sed -i -n 's/nautilus --no-desktop/thunar/g' nautilus-computer.desktop sudo sed -i -n 's/TryExec=nautilus/TryExec=thunar/g' nautilus-computer.desktop echo -e "\nModifying home icon launcher\n" sudo cp nautilus-home.desktop nonautilusplease/ sudo sed -i -n 's/nautilus --no-desktop/thunar/g' nautilus-home.desktop sudo sed -i -n 's/TryExec=nautilus/TryExec=thunar/g' nautilus-home.desktop echo -e "\nModifying general Nautilus launcher\n" sudo cp nautilus.desktop nonautilusplease/ sudo sed -i -n 's/Exec=nautilus/Exec=thunar/g' nautilus.desktop ## This last bit I'm not sure should be included ## See, the only thing that doesn't change to the ## new Thunar default is clicking the files on the desktop, ## because Nautilus is managing the desktop (so technically ## it's not launching a new process when you double-click ## an icon there). ## So this kills the desktop management of icons completely ## Making the desktop pretty useless... would it be better ## to keep Nautilus there instead of nothing? Or go so far ## as to have Xfce manage the desktop in Gnome? echo -e "\nChanging base Nautilus launcher\n" sudo dpkg-divert --divert /usr/bin/nautilus.old --rename /usr/bin/nautilus && sudo ln -s /usr/bin/thunar /usr/bin/nautilus echo -e "\nRemoving Nautilus as desktop manager\n" killall nautilus echo -e "\nThunar is now the default file manager. To return Nautilus to the default, run this script again.\n" } restorenautilusdefault() { echo -e "\nChanging to application launcher directory\n" cd /usr/share/applications echo -e "\nRestoring backup files\n" sudo cp nonautilusplease/nautilus-folder-handler.desktop . sudo cp nonautilusplease/nautilus-browser.desktop . sudo cp nonautilusplease/nautilus-computer.desktop . sudo cp nonautilusplease/nautilus-home.desktop . sudo cp nonautilusplease/nautilus.desktop . echo -e "\nRemoving backup folder\n" sudo rm -r nonautilusplease echo -e "\nRestoring Nautilus launcher\n" sudo rm /usr/bin/nautilus && sudo dpkg-divert --rename --remove /usr/bin/nautilus echo -e "\nMaking Nautilus manage the desktop again\n" nautilus --no-default-window & ## The only change that isn't undone is the installation of Thunar ## Should Thunar be removed? Or just kept in? ## Don't want to load the script with too many questions? } ## Make sure that we exit if any commands do not complete successfully. ## Thanks to nanotube for this little snippet of code from the early ## versions of UbuntuZilla set -o errexit trap 'echo "Previous command did not complete successfully. Exiting."' ERR ## This is the main code ## Is it necessary to put an elseif in here? Or is ## redundant, since the directory pretty much ## either exists or it doesn't? ## Is there a better way to keep track of whether ## the script has been run before? if [[ -e /usr/share/applications/nonautilusplease ]]; then restorenautilusdefault else makethunardefault fi;

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  • 12.04 ext4 - cannot create regular file/No space left - with a lot of space and inodes

    - by user1434058
    This seems similar: EXT4 "No space left on device (28)" incorrect but there is no explanation I created an ext4 filesystem on a RAID 1 array with: mke2fs -t ext4 -T small /dev/md0 Copying a single directory with many tiny files I get: cp: cannot create regular file `/mnt/raid1_new/pics/pic3412.jpg': No space left on device space used 5% inodes used 1% I manually tried: cp /source/test1.jpg /mnt/raid1_new/pics/test1.jpg --- error cp /source/test1.jpg /mnt/raid1_new/pics/test2.jpg --- ERROR cp /source/test1.jpg /mnt/raid1_new/pics/test3.jpg --- no error Notes: RAID 1 disks are error free. I tried mv instead of cp and got the same thing. I tried omitting -T small with no effect Can somebody help me understand this magic?

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  • how to install flash for opera browser? ubuntu 12 04

    - by santosamaru
    for the opera:plugins setting its had been setup as enable to use the flash player .. and also i do trying to follow the instruction from I am testing the new Opera 11, but it keeps telling me I need to install flash player it still not help me .. what i have after following that link instructions is root@santos:/home/santos# cp /usr/lib/flashplugin-installer/libflashplayer.so ~/.opera/plugins/libflashplayer.so cp: cannot create regular file `/root/.opera/plugins/libflashplayer.so': No such file or directory root@santos:/home/santos# sudo apt-get gecko-mediaplayer E: Invalid operation gecko-mediaplayer root@santos:/home/santos# cp /usr/lib/flashplugin-installer/libflashplayer.so ~/.opera/plugins/libflashplayer.so cp: cannot create regular file `/root/.opera/plugins/libflashplayer.so': No such file or directory anyone can help me to solve this ?

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  • System Center Capacity Planner 2007

    - by Colt
    With a recent case that I need to design the system infrastructure as well as the hardware specification of a SharePoint farm for a client, so I go and find the SharePoint Capacity Planner (CP) 2007 to stimulate a user model.Before installting the SharePoint CP 2007, System Center CP is a prerequisite but unfortunity the Microsoft download page is _blank_:  Alternatively, I get the installer from a colleague. However, I face another problem while installing it: The installer has encountered an unexpected error installing this package. This may indicate a problem with the package. The error code is 2738.This issue is happened only in Vista, and the details and solution had been posted on TechNet: C:\Windows\System32\regsvr32 vbscript.dll I can download the SharePoint CP and continue my work now. :)

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  • Why is the Clojure Hello World program so slow compared to Java and Python?

    - by viksit
    Hi all, I'm reading "Programming Clojure" and I was comparing some languages I use for some simple code. I noticed that the clojure implementations were the slowest in each case. For instance, Python - hello.py def hello_world(name): print "Hello, %s" % name hello_world("world") and result, $ time python hello.py Hello, world real 0m0.027s user 0m0.013s sys 0m0.014s Java - hello.java import java.io.*; public class hello { public static void hello_world(String name) { System.out.println("Hello, " + name); } public static void main(String[] args) { hello_world("world"); } } and result, $ time java hello Hello, world real 0m0.324s user 0m0.296s sys 0m0.065s and finally, Clojure - hellofun.clj (defn hello-world [username] (println (format "Hello, %s" username))) (hello-world "world") and results, $ time clj hellofun.clj Hello, world real 0m1.418s user 0m1.649s sys 0m0.154s Thats a whole, garangutan 1.4 seconds! Does anyone have pointers on what the cause of this could be? Is Clojure really that slow, or are there JVM tricks et al that need to be used in order to speed up execution? More importantly - isn't this huge difference in performance going to be an issue at some point? (I mean, lets say I was using Clojure for a production system - the gain I get in using lisp seems completely offset by the performance issues I can see here). The machine used here is a 2007 Macbook Pro running Snow Leopard, a 2.16Ghz Intel C2D and 2G DDR2 SDRAM. BTW, the clj script I'm using is from here and looks like, #!/bin/bash JAVA=/System/Library/Frameworks/JavaVM.framework/Versions/1.6/Home/bin/java CLJ_DIR=/opt/jars CLOJURE=$CLJ_DIR/clojure.jar CONTRIB=$CLJ_DIR/clojure-contrib.jar JLINE=$CLJ_DIR/jline-0.9.94.jar CP=$PWD:$CLOJURE:$JLINE:$CONTRIB # Add extra jars as specified by `.clojure` file if [ -f .clojure ] then CP=$CP:`cat .clojure` fi if [ -z "$1" ]; then $JAVA -server -cp $CP \ jline.ConsoleRunner clojure.lang.Repl else scriptname=$1 $JAVA -server -cp $CP clojure.main $scriptname -- $* fi

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  • Cappuccino plist structure

    - by PurplePilot
    The question is does anyone know what the structure of the (type-2) plist files in Cappuccino are? In Cappuccino there is a lot of use made of plist files. Some such as info.plist (type-1) follow a recognizable structure. These are fine i can inderstand them. <plist version="1.0"> <dict> <key>CPApplicationDelegateClass</key> <string>DocumentController</string> <key>CPBundleDocumentTypes</key> <array> <dict> ..... etc However others (type-2) which are used for importing data, importing the pptx files to and from the slides application and i believe in Atlas the development tool do not. They have a structure like this 280NPLIST;1.0;D;K;4;$topD;K;23;DocumentPresentationKeyD;K;6;CP$UIDd;1;1E;E;K;8;$objectsA;S;5;$nullD;K;6;$classD;K;6;CP$UIDd;1;2E;K;23;SKPresentationSlideSizeD;K;6;CP$UIDd;1;3E;K;23;SKPresentationNotesSizeD;K;6;CP$UIDd;1;4E;K;20;SKPresentationSlidesD;K;6;CP$UIDd;1;5E;K;26;SKPresentationSlideMastersD;K;6;CP$UIDd;1;7E;K;19;SKPresentationThemeD;K;6;CP$UIDd;1;8E;E;D;K;10;$classnameS;14; Which appears to come on a single line regardless of size (i had one today with in excess of 1.3 million chars. Some of the structure is to do with character counting but i have had what look like valid files that fail and ones that look dubious do not. I suspect i have just asked a Tumbleweed badge question her but as i already have one it doesn't matter.

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  • What was the single byte change to port WordStar from CP/M to DOS?

    - by amarillion
    I was re-reading Joel's Strategy Letter II: Chicken and Egg problems and came across this fun quote: In fact, WordStar was ported to DOS by changing one single byte in the code. (Real Programmers can tell you what that byte was, I've long since forgotten). I couldn't find any other references to this with a quick Google search. Is this true or just a figure of speech? In the interest of my quest to become a "Real Programmer", what was the single byte change?

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  • C# parameter count mismatch when trying to add AsyncCallback into BeginInvoke()

    - by PunX
    I have main form (PrenosForm) and I am trying to run Form2 asynchronously. It works without callback delegate: this.BeginInvoke(cp, new object[] { datoteke, this.treeView1.SelectedNode.FullPath.ToString(), this, efekt }, null); //works 1. Doesn't work with callback delegate (parameter count mismatch): this.BeginInvoke(cp, new object[] { datoteke, this.treeView1.SelectedNode.FullPath.ToString(), this, efekt }, new AsyncCallback(callBackDelegate), null); //doesn't work parameter count mismatch 2. Works with callback delegate if I do it like this: cp.BeginInvoke(datoteke, this.treeView1.SelectedNode.FullPath.ToString(), this, efekt, new AsyncCallback(callBackDelegate), null); //works 3. My question is why does one way work and the other doesn't? I'm new at this. Would anyone be so kind as to answer my question and point out my mistakes? private delegate void copyDelegat(List<ListViewItem> datoteke, string path, PrenosForm forma, DragDropEffects efekt); private delegate void callBackDelegat(IAsyncResult a); public void doCopy(List<ListViewItem> datoteke, string path, PrenosForm forma, DragDropEffects efekt) { new Form2(datoteke, path, forma, efekt); } public void callBackFunc(IAsyncResult a) { AsyncResult res = a.AsyncState as AsyncResult; copyDelegat delegat = res.AsyncDelegate as copyDelegat; delegat.EndInvoke(a); } public void kopiraj(List<ListViewItem> datoteke, DragDropEffects efekt) { copyDelegat cp = new copyDelegat(doCopy); callBackDelegat callBackDelegate = new callBackDelegat(callBackFunc); this.BeginInvoke(cp, new object[] { datoteke, this.treeView1.SelectedNode.FullPath.ToString(), this, efekt }, new AsyncCallback(callBackDelegate), null); //doesn't work parameter count missmatch 2. this.BeginInvoke(cp, new object[] { datoteke, this.treeView1.SelectedNode.FullPath.ToString(), this, efekt }, null); //works 1. cp.BeginInvoke(datoteke, this.treeView1.SelectedNode.FullPath.ToString(), this, efekt, new AsyncCallback(callBackDelegate), null); //works 3. }

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  • Segmentation fault in my C program

    - by user233542
    I don't understand why this would give me a seg fault. Any ideas? This is the function that returns the signal to stop the program (plus the other function that is called within this): double bisect(double A0,double A1,double Sol[N],double tol,double c) { double Amid,shot; while (A1-A0 > tol) { Amid = 0.5*(A0+A1); shot = shoot(Sol, Amid, c); if (shot==2.*Pi) { return Amid; } if (shot > 2.*Pi){ A1 = Amid; } else if (shot < 2.*Pi){ A0 = Amid; } } return 0.5*(A1+A0); } double shoot(double Sol[N],double A,double c) { int i,j; /*Initial Conditions*/ for (i=0;i<buff;i++) { Sol[i] = 0.; } for (i=buff+l;i<N;i++) { Sol[i] = 2.*Pi; } Sol[buff]= 0; Sol[buff+1]= A*exp(sqrt(1+3*c)*dx); for (i=buff+2;i<buff+l;i++) { Sol[i] = (dx*dx)*( sin(Sol[i-1]) + c*sin(3.*(Sol[i-1])) ) - Sol[i-2] + 2.*Sol[i-1]; } return Sol[i-1]; } The values buff, l, N are defined using a #define statement. l = 401, buff = 50, N = 2000 Here is the full code: #include <stdio.h> #include <stdlib.h> #include <math.h> #define w 10 /*characteristic width of a soliton*/ #define dx 0.05 /*distance between lattice sites*/ #define s (2*w)/dx /*size of soliton shape*/ #define l (int)(s+1) /*array length for soliton*/ #define N (int)2000 /*length of field array--lattice sites*/ #define Pi (double)4*atan(1) #define buff (int)50 double shoot(double Sol[N],double A,double c); double bisect(double A0,double A1,double Sol[N],double tol,double c); void super_pos(double antiSol[N],double Sol[N],double phi[][N]); void vel_ver(double phi[][N],double v,double c,int tsteps,double dt); int main(int argc, char **argv) { double c,Sol[N],antiSol[N],A,A0,A1,tol,v,dt; int tsteps,i; FILE *fp1,*fp2,*fp3; fp1 = fopen("soliton.dat","w"); fp2 = fopen("final-phi.dat","w"); fp3 = fopen("energy.dat","w"); printf("Please input the number of time steps:"); scanf("%d",&tsteps); printf("Also, enter the time step size:"); scanf("%lf",&dt); do{ printf("Please input the parameter c in the interval [-1/3,1]:"); scanf("%lf",&c);} while(c < (-1./3.) || c > 1.); printf("Please input the inital speed of eiter soliton:"); scanf("%lf",&v); double phi[tsteps+1][N]; tol = 0.0000001; A0 = 0.; A1 = 2.*Pi; A = bisect(A0,A1,Sol,tol,c); shoot(Sol,A,c); for (i=0;i<N;i++) { fprintf(fp1,"%d\t",i); fprintf(fp1,"%lf\n",Sol[i]); } fclose(fp1); super_pos(antiSol,Sol,phi); /*vel_ver(phi,v,c,tsteps,dt); for (i=0;i<N;i++){ fprintf(fp2,"%d\t",i); fprintf(fp2,"%lf\n",phi[tsteps][i]); }*/ } double shoot(double Sol[N],double A,double c) { int i,j; /*Initial Conditions*/ for (i=0;i<buff;i++) { Sol[i] = 0.; } for (i=buff+l;i<N;i++) { Sol[i] = 2.*Pi; } Sol[buff]= 0; Sol[buff+1]= A*exp(sqrt(1+3*c)*dx); for (i=buff+2;i<buff+l;i++) { Sol[i] = (dx*dx)*( sin(Sol[i-1]) + c*sin(3.*(Sol[i-1])) ) - Sol[i-2] + 2.*Sol[i-1]; } return Sol[i-1]; } double bisect(double A0,double A1,double Sol[N],double tol,double c) { double Amid,shot; while (A1-A0 > tol) { Amid = 0.5*(A0+A1); shot = shoot(Sol, Amid, c); if (shot==2.*Pi) { return Amid; } if (shot > 2.*Pi){ A1 = Amid; } else if (shot < 2.*Pi){ A0 = Amid; } } return 0.5*(A1+A0); } void super_pos(double antiSol[N],double Sol[N],double phi[][N]) { int i; /*for (i=0;i<N;i++) { phi[i]=0; } for (i=buffer+s;i<1950-s;i++) { phi[i]=2*Pi; }*/ for (i=0;i<N;i++) { antiSol[i] = Sol[N-i]; } /*for (i=0;i<s+1;i++) { phi[buffer+j] = Sol[j]; phi[1549+j] = antiSol[j]; }*/ for (i=0;i<N;i++) { phi[0][i] = antiSol[i] + Sol[i] - 2.*Pi; } } /* This funciton will set the 2nd input array to the derivative at the time t, for all points x in the lattice */ void deriv2(double phi[][N],double DphiDx2[][N],int t) { //double SolDer2[s+1]; int x; for (x=0;x<N;x++) { DphiDx2[t][x] = (phi[buff+x+1][t] + phi[buff+x-1][t] - 2.*phi[x][t])/(dx*dx); } /*for (i=0;i<N;i++) { ptr[i] = &SolDer2[i]; }*/ //return DphiDx2[x]; } void vel_ver(double phi[][N],double v,double c,int tsteps,double dt) { int t,x; double d1,d2,dp,DphiDx1[tsteps+1][N],DphiDx2[tsteps+1][N],dpdt[tsteps+1][N],p[tsteps+1][N]; for (t=0;t<tsteps;t++){ if (t==0){ for (x=0;x<N;x++){//inital conditions deriv2(phi,DphiDx2,t); dpdt[t][x] = DphiDx2[t][x] - sin(phi[t][x]) - sin(3.*phi[t][x]); DphiDx1[t][x] = (phi[t][x+1] - phi[t][x])/dx; p[t][x] = -v*DphiDx1[t][x]; } } for (x=0;x<N;x++){//velocity-verlet phi[t+1][x] = phi[t][x] + dt*p[t][x] + (dt*dt/2)*dpdt[t][x]; p[t+1][x] = p[t][x] + (dt/2)*dpdt[t][x]; deriv2(phi,DphiDx2,t+1); dpdt[t][x] = DphiDx2[t][x] - sin(phi[t+1][x]) - sin(3.*phi[t+1][x]); p[t+1][x] += (dt/2)*dpdt[t+1][x]; } } } So, this really isn't due to my overwriting the end of the Sol array. I've commented out both functions that I suspected of causing the problem (bisect or shoot) and inserted a print function. Two things happen. When I have code like below: double A,Pi,B,c; c=0; Pi = 4.*atan(1.); A = Pi; B = 1./4.; printf("%lf",B); B = shoot(Sol,A,c); printf("%lf",B); I get a segfault from the function, shoot. However, if I take away the shoot function so that I have: double A,Pi,B,c; c=0; Pi = 4.*atan(1.); A = Pi; B = 1./4.; printf("%lf",B); it gives me a segfault at the printf... Why!?

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  • jQuery: if value is true without user action

    - by Kevin Brown
    I want to show a div if the value of an input =='CP'. Right now this is my code: $(".register-type").change(function(){ var value = $(this).val(); if(value == 'CP'){ $('.cp-show').show(); This works fine if they change the input, but if things get validated false and the page reloads, this input is still 'CP', but the div doesn't show... Is there a way to correct this so that jquery checks if this is set on the page load?

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  • Single player 'pong' game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. I have the basic code, but the ball doesn't stay on the screen, it just flickers and doesn't remain constant. Also, the paddle does not move with the mouse. I'm sure I'm missing something simple, but I just can't figure it out. Help please! Here's what I have: from livewires import games import random games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self, x=10): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=10) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width - 10) games.screen.add(self.score) def update(self): self.y=games.mouse.y if self.top<0: self.top=0 if self.bottom>games.screen.height: self.bottom=games.screen.height self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=5 def __init__(self, x=90, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy if self.left<0: self.end_game() self.destroy() def handle_collide(self): self.dx=-self.dx def end_game(self): end_message=games.Message(value="Game Over", size=90, x=games.screen.width/2, y=games.screen.height/2, lifetime=250, after_death=games.screen.quit) games.screen.add(end_message) def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image paddle_image=games.load_image("paddle.bmp") the_paddle=games.Sprite(image=paddle_image, x=10, y=games.mouse.y) games.screen.add(the_paddle) ball_image=games.load_image("ball.bmp") the_ball=games.Sprite(image=ball_image, x=630, y=200, dx=2, dy=2) games.screen.add(the_ball) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • Push back rectangle where collision happens

    - by Tifa
    I have a tile collision on a game I am creating but the problem is once a collision happens for example a collision happens in right side my sprite cant move to up and bottom :( thats because i set the speed to 0. I thinks its wrong. here is my code: int startX, startY, endX, endY; float pushx = 0,pushy = 0; // move player if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ dx=-1; currentWalk = leftWalk; } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ dx=1; currentWalk = rightWalk; } if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){ dy=-1; currentWalk = downWalk; } if(Gdx.input.isKeyPressed(Input.Keys.UP)){ dy=1; currentWalk = upWalk; } sr.setProjectionMatrix(camera.combined); sr.begin(ShapeRenderer.ShapeType.Line); Rectangle koalaRect = rectPool.obtain(); koalaRect.set(player.getX(), player.getY(), pw, ph /2 ); float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW if(dx> 0) { startX = endX = (int)(player.getX() + pw); } else { startX = endX = (int)(player.getX() ); } startY = (int)(player.getY()); endY = (int)(player.getY() + ph); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight()); if(koalaRect.overlaps(tile)) { //dx = 0; player.setX(oldX); // THIS LINE CHANGED Gdx.app.log("x","hit " + player.getX() + " " + oldX); break; } } if(dy > 0) { startY = endY = (int)(player.getY() + ph ); } else { startY = endY = (int)(player.getY() ); } startX = (int)(player.getX()); endX = (int)(player.getX() + pw); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { if(koalaRect.overlaps(tile)) { //dy = 0; player.setY(oldY); // THIS LINE CHANGED //Gdx.app.log("y","hit" + player.getY() + " " + oldY); break; } } sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2); sr.setColor(Color.GREEN); sr.end(); I want to push back the sprite when a collision happens but i have no idea how :D pls help

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  • Exim rejects recipient address on my domain

    - by Nicolas
    Hi, I have a dedicated server (debian) on which I have installed Exim and Dovecot. Everything worked fine until around a month ago. I tried to reinstall and reconfigure exim but I keep having all the incoming emails rejected. Outlook says: A message that you sent could not be delivered to one or more of its recipients. This is a permanent error. The following address(es) failed: [email protected] SMTP error from remote mail server after RCPT TO:: host mail.mydomain.com [94.76.##.##]: 550 relay not permitted GMAIL: Delivery to the following recipient failed permanently: [email protected] Technical details of permanent failure: Google tried to deliver your message, but it was rejected by the recipient domain. We recommend contacting the other email provider for further information about the cause of this error. The error that the other server returned was: 550 550 relay not permitted (state 14). On the server side, my rejectlog file shows: 2011-01-04 17:09:21 H=mail-qw0-f53.google.com [209.85.216.53] F=<####@gmail.com rejected RCPT : relay not permitted ... and the mainlog file: 2011-01-04 17:00:01 1PaAEr-0007vN-DX <= root@ETC_MAILNAME U=root P=local S=869 2011-01-04 17:00:01 1PaAEr-0007vN-DX ** root@etc_mailname: Unrouteable address 2011-01-04 17:00:01 1PaAEr-0007vY-Kn Error while reading message with no usable sender address (R=1PaAEr-0007vN-DX): at least one malformed recipient address: root@ETC_MAILNAME - malformed address: _MAILNAME may not follow root@ETC 2011-01-04 17:00:01 1PaAEr-0007vN-DX Process failed (1) when writing error message to root@ETC_MAILNAME (frozen) 2011-01-04 17:09:21 no IP address found for host MAIN_RELAY_NETS (during SMTP connection from mail-qw0-f53.google.com [209.85.216.53]) 2011-01-04 17:09:21 H=mail-qw0-f53.google.com [209.85.216.53] F=<####@gmail.com rejected RCPT : relay not permitted then after the message becomes frozen: 2011-01-04 17:28:44 1PaAEr-0007vN-DX Message is frozen Thank you for your help, any idea/comment is welcomed as I am really running out of idea to fix this issue, Nicolas. Oh and the PHP mail() function does not do anything as well, would it be linked to? I think mail() uses sendmail from my php.ini.

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  • How can I further optimize this color difference function?

    - by aLfa
    I have made this function to calculate color differences in the CIE Lab colorspace, but it lacks speed. Since I'm not a Java expert, I wonder if any Java guru around has some tips that can improve the speed here. The code is based on the matlab function mentioned in the comment block. /** * Compute the CIEDE2000 color-difference between the sample color with * CIELab coordinates 'sample' and a standard color with CIELab coordinates * 'std' * * Based on the article: * "The CIEDE2000 Color-Difference Formula: Implementation Notes, * Supplementary Test Data, and Mathematical Observations,", G. Sharma, * W. Wu, E. N. Dalal, submitted to Color Research and Application, * January 2004. * available at http://www.ece.rochester.edu/~gsharma/ciede2000/ */ public static double deltaE2000(double[] lab1, double[] lab2) { double L1 = lab1[0]; double a1 = lab1[1]; double b1 = lab1[2]; double L2 = lab2[0]; double a2 = lab2[1]; double b2 = lab2[2]; // Cab = sqrt(a^2 + b^2) double Cab1 = Math.sqrt(a1 * a1 + b1 * b1); double Cab2 = Math.sqrt(a2 * a2 + b2 * b2); // CabAvg = (Cab1 + Cab2) / 2 double CabAvg = (Cab1 + Cab2) / 2; // G = 1 + (1 - sqrt((CabAvg^7) / (CabAvg^7 + 25^7))) / 2 double CabAvg7 = Math.pow(CabAvg, 7); double G = 1 + (1 - Math.sqrt(CabAvg7 / (CabAvg7 + 6103515625.0))) / 2; // ap = G * a double ap1 = G * a1; double ap2 = G * a2; // Cp = sqrt(ap^2 + b^2) double Cp1 = Math.sqrt(ap1 * ap1 + b1 * b1); double Cp2 = Math.sqrt(ap2 * ap2 + b2 * b2); // CpProd = (Cp1 * Cp2) double CpProd = Cp1 * Cp2; // hp1 = atan2(b1, ap1) double hp1 = Math.atan2(b1, ap1); // ensure hue is between 0 and 2pi if (hp1 < 0) { // hp1 = hp1 + 2pi hp1 += 6.283185307179586476925286766559; } // hp2 = atan2(b2, ap2) double hp2 = Math.atan2(b2, ap2); // ensure hue is between 0 and 2pi if (hp2 < 0) { // hp2 = hp2 + 2pi hp2 += 6.283185307179586476925286766559; } // dL = L2 - L1 double dL = L2 - L1; // dC = Cp2 - Cp1 double dC = Cp2 - Cp1; // computation of hue difference double dhp = 0.0; // set hue difference to zero if the product of chromas is zero if (CpProd != 0) { // dhp = hp2 - hp1 dhp = hp2 - hp1; if (dhp > Math.PI) { // dhp = dhp - 2pi dhp -= 6.283185307179586476925286766559; } else if (dhp < -Math.PI) { // dhp = dhp + 2pi dhp += 6.283185307179586476925286766559; } } // dH = 2 * sqrt(CpProd) * sin(dhp / 2) double dH = 2 * Math.sqrt(CpProd) * Math.sin(dhp / 2); // weighting functions // Lp = (L1 + L2) / 2 - 50 double Lp = (L1 + L2) / 2 - 50; // Cp = (Cp1 + Cp2) / 2 double Cp = (Cp1 + Cp2) / 2; // average hue computation // hp = (hp1 + hp2) / 2 double hp = (hp1 + hp2) / 2; // identify positions for which abs hue diff exceeds 180 degrees if (Math.abs(hp1 - hp2) > Math.PI) { // hp = hp - pi hp -= Math.PI; } // ensure hue is between 0 and 2pi if (hp < 0) { // hp = hp + 2pi hp += 6.283185307179586476925286766559; } // LpSqr = Lp^2 double LpSqr = Lp * Lp; // Sl = 1 + 0.015 * LpSqr / sqrt(20 + LpSqr) double Sl = 1 + 0.015 * LpSqr / Math.sqrt(20 + LpSqr); // Sc = 1 + 0.045 * Cp double Sc = 1 + 0.045 * Cp; // T = 1 - 0.17 * cos(hp - pi / 6) + // + 0.24 * cos(2 * hp) + // + 0.32 * cos(3 * hp + pi / 30) - // - 0.20 * cos(4 * hp - 63 * pi / 180) double hphp = hp + hp; double T = 1 - 0.17 * Math.cos(hp - 0.52359877559829887307710723054658) + 0.24 * Math.cos(hphp) + 0.32 * Math.cos(hphp + hp + 0.10471975511965977461542144610932) - 0.20 * Math.cos(hphp + hphp - 1.0995574287564276334619251841478); // Sh = 1 + 0.015 * Cp * T double Sh = 1 + 0.015 * Cp * T; // deltaThetaRad = (pi / 3) * e^-(36 / (5 * pi) * hp - 11)^2 double powerBase = hp - 4.799655442984406; double deltaThetaRad = 1.0471975511965977461542144610932 * Math.exp(-5.25249016001879 * powerBase * powerBase); // Rc = 2 * sqrt((Cp^7) / (Cp^7 + 25^7)) double Cp7 = Math.pow(Cp, 7); double Rc = 2 * Math.sqrt(Cp7 / (Cp7 + 6103515625.0)); // RT = -sin(delthetarad) * Rc double RT = -Math.sin(deltaThetaRad) * Rc; // de00 = sqrt((dL / Sl)^2 + (dC / Sc)^2 + (dH / Sh)^2 + RT * (dC / Sc) * (dH / Sh)) double dLSl = dL / Sl; double dCSc = dC / Sc; double dHSh = dH / Sh; return Math.sqrt(dLSl * dLSl + dCSc * dCSc + dHSh * dHSh + RT * dCSc * dHSh); }

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  • Optimized algorithm for line-sphere intersection in GLSL

    - by fernacolo
    Well, hello then! I need to find intersection between line and sphere in GLSL. Right now my solution is based on Paul Bourke's page and was ported to GLSL this way: // The line passes through p1 and p2: vec3 p1 = (...); vec3 p2 = (...); // Sphere center is p3, radius is r: vec3 p3 = (...); float r = ...; float x1 = p1.x; float y1 = p1.y; float z1 = p1.z; float x2 = p2.x; float y2 = p2.y; float z2 = p2.z; float x3 = p3.x; float y3 = p3.y; float z3 = p3.z; float dx = x2 - x1; float dy = y2 - y1; float dz = z2 - z1; float a = dx*dx + dy*dy + dz*dz; float b = 2.0 * (dx * (x1 - x3) + dy * (y1 - y3) + dz * (z1 - z3)); float c = x3*x3 + y3*y3 + z3*z3 + x1*x1 + y1*y1 + z1*z1 - 2.0 * (x3*x1 + y3*y1 + z3*z1) - r*r; float test = b*b - 4.0*a*c; if (test >= 0.0) { // Hit (according to Treebeard, "a fine hit"). float u = (-b - sqrt(test)) / (2.0 * a); vec3 hitp = p1 + u * (p2 - p1); // Now use hitp. } It works perfectly! But it seems slow... I'm new at GLSL. You can answer this questions in two ways: Tell me there is no solution, showing some proof or strong evidence. Tell me about GLSL features (vector APIs, primitive operations) that makes the above algorithm faster, showing some example. Thanks a lot!

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • printing double in binary

    - by Happy Mittal
    In Thinking in C++ by Bruce eckel, there is a program given to print a double value in binary.(Chapter 3, page no. 189) int main(int argc, char* argv[]) { if(argc != 2) { cout << "Must provide a number" << endl; exit(1); } double d = atof(argv[1]); unsigned char* cp = reinterpret_cast<unsigned char*>(&d); for(int i = sizeof(double); i > 0 ; i -= 2) { printBinary(cp[i-1]); printBinary(cp[i]); } } Here while printing cp[i] when i=8(assuming double is of 8 bytes), wouldn't it be undefined behaviour? I mean this code doesn't work as it doesn't print cp[0].

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