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  • 10 Windows Tweaking Myths Debunked

    - by Chris Hoffman
    Windows is big, complicated, and misunderstood. You’ll still stumble across bad advice from time to time when browsing the web. These Windows tweaking, performance, and system maintenance tips are mostly just useless, but some are actively harmful. Luckily, most of these myths have been stomped out on mainstream sites and forums. However, if you start searching the web, you’ll still find websites that recommend you do these things. Erase Cache Files Regularly to Speed Things Up You can free up disk space by running an application like CCleaner, another temporary-file-cleaning utility, or even the Windows Disk Cleanup tool. In some cases, you may even see an old computer speed up when you erase a large amount of useless files. However, running CCleaner or similar utilities every day to erase your browser’s cache won’t actually speed things up. It will slow down your web browsing as your web browser is forced to redownload the files all over again, and reconstruct the cache you regularly delete. If you’ve installed CCleaner or a similar program and run it every day with the default settings, you’re actually slowing down your web browsing. Consider at least preventing the program from wiping out your web browser cache. Enable ReadyBoost to Speed Up Modern PCs Windows still prompts you to enable ReadyBoost when you insert a USB stick or memory card. On modern computers, this is completely pointless — ReadyBoost won’t actually speed up your computer if you have at least 1 GB of RAM. If you have a very old computer with a tiny amount of RAM — think 512 MB — ReadyBoost may help a bit. Otherwise, don’t bother. Open the Disk Defragmenter and Manually Defragment On Windows 98, users had to manually open the defragmentation tool and run it, ensuring no other applications were using the hard drive while it did its work. Modern versions of Windows are capable of defragmenting your file system while other programs are using it, and they automatically defragment your disks for you. If you’re still opening the Disk Defragmenter every week and clicking the Defragment button, you don’t need to do this — Windows is doing it for you unless you’ve told it not to run on a schedule. Modern computers with solid-state drives don’t have to be defragmented at all. Disable Your Pagefile to Increase Performance When Windows runs out of empty space in RAM, it swaps out data from memory to a pagefile on your hard disk. If a computer doesn’t have much memory and it’s running slow, it’s probably moving data to the pagefile or reading data from it. Some Windows geeks seem to think that the pagefile is bad for system performance and disable it completely. The argument seems to be that Windows can’t be trusted to manage a pagefile and won’t use it intelligently, so the pagefile needs to be removed. As long as you have enough RAM, it’s true that you can get by without a pagefile. However, if you do have enough RAM, Windows will only use the pagefile rarely anyway. Tests have found that disabling the pagefile offers no performance benefit. Enable CPU Cores in MSConfig Some websites claim that Windows may not be using all of your CPU cores or that you can speed up your boot time by increasing the amount of cores used during boot. They direct you to the MSConfig application, where you can indeed select an option that appears to increase the amount of cores used. In reality, Windows always uses the maximum amount of processor cores your CPU has. (Technically, only one core is used at the beginning of the boot process, but the additional cores are quickly activated.) Leave this option unchecked. It’s just a debugging option that allows you to set a maximum number of cores, so it would be useful if you wanted to force Windows to only use a single core on a multi-core system — but all it can do is restrict the amount of cores used. Clean Your Prefetch To Increase Startup Speed Windows watches the programs you run and creates .pf files in its Prefetch folder for them. The Prefetch feature works as a sort of cache — when you open an application, Windows checks the Prefetch folder, looks at the application’s .pf file (if it exists), and uses that as a guide to start preloading data that the application will use. This helps your applications start faster. Some Windows geeks have misunderstood this feature. They believe that Windows loads these files at boot, so your boot time will slow down due to Windows preloading the data specified in the .pf files. They also argue you’ll build up useless files as you uninstall programs and .pf files will be left over. In reality, Windows only loads the data in these .pf files when you launch the associated application and only stores .pf files for the 128 most recently launched programs. If you were to regularly clean out the Prefetch folder, not only would programs take longer to open because they won’t be preloaded, Windows will have to waste time recreating all the .pf files. You could also modify the PrefetchParameters setting to disable Prefetch, but there’s no reason to do that. Let Windows manage Prefetch on its own. Disable QoS To Increase Network Bandwidth Quality of Service (QoS) is a feature that allows your computer to prioritize its traffic. For example, a time-critical application like Skype could choose to use QoS and prioritize its traffic over a file-downloading program so your voice conversation would work smoothly, even while you were downloading files. Some people incorrectly believe that QoS always reserves a certain amount of bandwidth and this bandwidth is unused until you disable it. This is untrue. In reality, 100% of bandwidth is normally available to all applications unless a program chooses to use QoS. Even if a program does choose to use QoS, the reserved space will be available to other programs unless the program is actively using it. No bandwidth is ever set aside and left empty. Set DisablePagingExecutive to Make Windows Faster The DisablePagingExecutive registry setting is set to 0 by default, which allows drivers and system code to be paged to the disk. When set to 1, drivers and system code will be forced to stay resident in memory. Once again, some people believe that Windows isn’t smart enough to manage the pagefile on its own and believe that changing this option will force Windows to keep important files in memory rather than stupidly paging them out. If you have more than enough memory, changing this won’t really do anything. If you have little memory, changing this setting may force Windows to push programs you’re using to the page file rather than push unused system files there — this would slow things down. This is an option that may be helpful for debugging in some situations, not a setting to change for more performance. Process Idle Tasks to Free Memory Windows does things, such as creating scheduled system restore points, when you step away from your computer. It waits until your computer is “idle” so it won’t slow your computer and waste your time while you’re using it. Running the “Rundll32.exe advapi32.dll,ProcessIdleTasks” command forces Windows to perform all of these tasks while you’re using the computer. This is completely pointless and won’t help free memory or anything like that — all you’re doing is forcing Windows to slow your computer down while you’re using it. This command only exists so benchmarking programs can force idle tasks to run before performing benchmarks, ensuring idle tasks don’t start running and interfere with the benchmark. Delay or Disable Windows Services There’s no real reason to disable Windows services anymore. There was a time when Windows was particularly heavy and computers had little memory — think Windows Vista and those “Vista Capable” PCs Microsoft was sued over. Modern versions of Windows like Windows 7 and 8 are lighter than Windows Vista and computers have more than enough memory, so you won’t see any improvements from disabling system services included with Windows. Some people argue for not disabling services, however — they recommend setting services from “Automatic” to “Automatic (Delayed Start)”. By default, the Delayed Start option just starts services two minutes after the last “Automatic” service starts. Setting services to Delayed Start won’t really speed up your boot time, as the services will still need to start — in fact, it may lengthen the time it takes to get a usable desktop as services will still be loading two minutes after booting. Most services can load in parallel, and loading the services as early as possible will result in a better experience. The “Delayed Start” feature is primarily useful for system administrators who need to ensure a specific service starts later than another service. If you ever find a guide that recommends you set a little-known registry setting to improve performance, take a closer look — the change is probably useless. Want to actually speed up your PC? Try disabling useless startup programs that run on boot, increasing your boot time and consuming memory in the background. This is a much better tip than doing any of the above, especially considering most Windows PCs come packed to the brim with bloatware.     

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  • Real tortoises keep it slow and steady. How about the backups?

    - by Maria Zakourdaev
      … Four tortoises were playing in the backyard when they decided they needed hibiscus flower snacks. They pooled their money and sent the smallest tortoise out to fetch the snacks. Two days passed and there was no sign of the tortoise. "You know, she is taking a lot of time", said one of the tortoises. A little voice from just out side the fence said, "If you are going to talk that way about me I won't go." Is it too much to request from the quite expensive 3rd party backup tool to be a way faster than the SQL server native backup? Or at least save a respectable amount of storage by producing a really smaller backup files?  By saying “really smaller”, I mean at least getting a file in half size. After Googling the internet in an attempt to understand what other “sql people” are using for database backups, I see that most people are using one of three tools which are the main players in SQL backup area:  LiteSpeed by Quest SQL Backup by Red Gate SQL Safe by Idera The feedbacks about those tools are truly emotional and happy. However, while reading the forums and blogs I have wondered, is it possible that many are accustomed to using the above tools since SQL 2000 and 2005.  This can easily be understood due to the fact that a 300GB database backup for instance, using regular a SQL 2005 backup statement would have run for about 3 hours and have produced ~150GB file (depending on the content, of course).  Then you take a 3rd party tool which performs the same backup in 30 minutes resulting in a 30GB file leaving you speechless, you run to management persuading them to buy it due to the fact that it is definitely worth the price. In addition to the increased speed and disk space savings you would also get backup file encryption and virtual restore -  features that are still missing from the SQL server. But in case you, as well as me, don’t need these additional features and only want a tool that performs a full backup MUCH faster AND produces a far smaller backup file (like the gain you observed back in SQL 2005 days) you will be quite disappointed. SQL Server backup compression feature has totally changed the market picture. Medium size database. Take a look at the table below, check out how my SQL server 2008 R2 compares to other tools when backing up a 300GB database. It appears that when talking about the backup speed, SQL 2008 R2 compresses and performs backup in similar overall times as all three other tools. 3rd party tools maximum compression level takes twice longer. Backup file gain is not that impressive, except the highest compression levels but the price that you pay is very high cpu load and much longer time. Only SQL Safe by Idera was quite fast with it’s maximum compression level but most of the run time have used 95% cpu on the server. Note that I have used two types of destination storage, SATA 11 disks and FC 53 disks and, obviously, on faster storage have got my backup ready in half time. Looking at the above results, should we spend money, bother with another layer of complexity and software middle-man for the medium sized databases? I’m definitely not going to do so.  Very large database As a next phase of this benchmark, I have moved to a 6 terabyte database which was actually my main backup target. Note, how multiple files usage enables the SQL Server backup operation to use parallel I/O and remarkably increases it’s speed, especially when the backup device is heavily striped. SQL Server supports a maximum of 64 backup devices for a single backup operation but the most speed is gained when using one file per CPU, in the case above 8 files for a 2 Quad CPU server. The impact of additional files is minimal.  However, SQLsafe doesn’t show any speed improvement between 4 files and 8 files. Of course, with such huge databases every half percent of the compression transforms into the noticeable numbers. Saving almost 470GB of space may turn the backup tool into quite valuable purchase. Still, the backup speed and high CPU are the variables that should be taken into the consideration. As for us, the backup speed is more critical than the storage and we cannot allow a production server to sustain 95% cpu for such a long time. Bottomline, 3rd party backup tool developers, we are waiting for some breakthrough release. There are a few unanswered questions, like the restore speed comparison between different tools and the impact of multiple backup files on restore operation. Stay tuned for the next benchmarks.    Benchmark server: SQL Server 2008 R2 sp1 2 Quad CPU Database location: NetApp FC 15K Aggregate 53 discs Backup statements: No matter how good that UI is, we need to run the backup tasks from inside of SQL Server Agent to make sure they are covered by our monitoring systems. I have used extended stored procedures (command line execution also is an option, I haven’t noticed any impact on the backup performance). SQL backup LiteSpeed SQL Backup SQL safe backup database <DBNAME> to disk= '\\<networkpath>\par1.bak' , disk= '\\<networkpath>\par2.bak', disk= '\\<networkpath>\par3.bak' with format, compression EXECUTE master.dbo.xp_backup_database @database = N'<DBName>', @backupname= N'<DBName> full backup', @desc = N'Test', @compressionlevel=8, @filename= N'\\<networkpath>\par1.bak', @filename= N'\\<networkpath>\par2.bak', @filename= N'\\<networkpath>\par3.bak', @init = 1 EXECUTE master.dbo.sqlbackup '-SQL "BACKUP DATABASE <DBNAME> TO DISK= ''\\<networkpath>\par1.sqb'', DISK= ''\\<networkpath>\par2.sqb'', DISK= ''\\<networkpath>\par3.sqb'' WITH DISKRETRYINTERVAL = 30, DISKRETRYCOUNT = 10, COMPRESSION = 4, INIT"' EXECUTE master.dbo.xp_ss_backup @database = 'UCMSDB', @filename = '\\<networkpath>\par1.bak', @backuptype = 'Full', @compressionlevel = 4, @backupfile = '\\<networkpath>\par2.bak', @backupfile = '\\<networkpath>\par3.bak' If you still insist on using 3rd party tools for the backups in your production environment with maximum compression level, you will definitely need to consider limiting cpu usage which will increase the backup operation time even more: RedGate : use THREADPRIORITY option ( values 0 – 6 ) LiteSpeed : use  @throttle ( percentage, like 70%) SQL safe :  the only thing I have found was @Threads option.   Yours, Maria

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • Moving a point along a vector

    - by Chris
    Hello- I have a point defined by x,y and a vector defined by heading, speed. I am attempting to move the point x,y along this vector, at a distance of 'speed'. Below is the code I am currently using: self.x += self.speed * cos(self.heading); self.y += self.speed * sin(self.heading); Heading can be any angle in a full circle - 0 to 2p (0-360 degrees). The problem is the above code: Only moves along the x or y axis when angle is 0-270 for example, when the avatar is facing the top-right corner (45 degrees relative), it moves straight up. Does not move at all when angle is 270-360 heading, speed, X and Y are all doubles, and heading is reported by the user touching a direction-pad in the lower corner. I know the heading is correct because the avatar rotates to the correct direction, it is just the actual movement I am having problems with. Thanks for any help - Chris

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  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

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  • Does your analytic solution tell you what questions to ask?

    - by Manan Goel
    Analytic solutions exist to answer business questions. Conventional wisdom holds that if you can answer business questions quickly and accurately, you can take better business decisions and therefore achieve better business results and outperform the competition. Most business questions are well understood (read structured) so they are relatively easy to ask and answer. Questions like what were the revenues, cost of goods sold, margins, which regions and products outperformed/underperformed are relatively well understood and as a result most analytics solutions are well equipped to answer such questions. Things get really interesting when you are looking for answers but you don’t know what questions to ask in the first place? That’s like an explorer looking to make new discoveries by exploration. An example of this scenario is the Center of Disease Control (CDC) in United States trying to find the vaccine for the latest strand of the swine flu virus. The researchers at CDC may try hundreds of options before finally discovering the vaccine. The exploration process is inherently messy and complex. The process is fraught with false starts, one question or a hunch leading to another and the final result may look entirely different from what was envisioned in the beginning. Speed and flexibility is the key; speed so the hundreds of possible options can be explored quickly and flexibility because almost everything about the problem, solutions and the process is unknown.  Come to think of it, most organizations operate in an increasingly unknown or uncertain environment. Business Leaders have to take decisions based on a largely unknown view of the future. And since the value proposition of analytic solutions is to help the business leaders take better business decisions, for best results, consider adding information exploration and discovery capabilities to your analytic solution. Such exploratory analysis capabilities will help the business leaders perform even better by empowering them to refine their hunches, ask better questions and take better decisions. That’s your analytic system not only answering the questions but also suggesting what questions to ask in the first place. Today, most leading analytic software vendors offer exploratory analysis products as part of their analytic solutions offerings. So, what characteristics should be top of mind while evaluating the various solutions? The answer is quite simply the same characteristics that are essential for exploration and analysis – speed & flexibility. Speed is required because the system inherently has to be agile to handle hundreds of different scenarios with large volumes of data across large user populations. Exploration happens at the speed of thought so make sure that you system is capable of operating at speed of thought. Flexibility is required because the exploration process from start to finish is full of unknowns; unknown questions, answers and hunches. So, make sure that the system is capable of managing and exploring all relevant data – structured or unstructured like databases, enterprise applications, tweets, social media updates, documents, texts, emails etc. and provides flexible Google like user interface to quickly explore all relevant data. Getting Started You can help business leaders become “Decision Masters” by augmenting your analytic solution with information discovery capabilities. For best results make sure that the solution you choose is enterprise class and allows advanced, yet intuitive, exploration and analysis of complex and varied data including structured, semi-structured and unstructured data.  You can learn more about Oracle’s exploratory analysis solutions by clicking here.

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  • how to keep display tick rate steady when using continuous collision detection?

    - by nas Ns
    (I've just found about this forum). I hope it is ok to repost my question again here. I posted this question at stackoverflow, but it looks like I might get better help here. Here is the question: I've implemented basic particles motion simulation with continuous collision detection. But there is small issue in display. Assume simple case of circles moving inside square. All elastic collisions. no firction. All motion is constant speed. No forces are involved, no gravity. So when a particle is moving, it is always moving at constant speed (in between collisions) What I do now is this: Let the simulation time step be 1 second (for example). This is the time step simulation is advanced before displaying the new state (unless there is a collision sooner than this). At start of each time step, time for the next collision between any particles or a particle with a wall is determined. Call this the TOC time; let’s say TOC was .5 seconds in this case. Since TOC is smaller than the standard time step, then the system is moved by TOC and the new system is displayed so that the new display shows any collisions as just taking place (say 2 circles just touched each other’s, or a circle just touched a wall) Next, the collision(s) are resolved (i.e. speeds updated, changed directions etc..). A new step is started. The same thing happens. Now assume there is no collision detected within the next 1 second (those 2 circles above will not be in collision any more, even though they are still touching, due to their speeds showing they are moving apart now), Hence, simulation time is advanced now by the full one second, the standard time step, and particles are moved on the screen using 1 second simulation time and new display is shown. You see what has just happened: One frame ran for .5 seconds, but the next frame runs for 1 second, may be the 3rd frame is displayed after 2 seconds, may be the 4th frame is displayed after 2.8 seconds (because TOC was .8 seconds then) and so on. What happens is that the motion of a particle on the screen appears to speed up or slow down, even though it is moving at constant speed and was not even involved in a collision. i.e. Looking at one particle on its own, I see it suddenly speeding up or slowing down, becuase another particle had hit a wall. This is because the display tick is not uniform. i.e. the frame rate update is changing, giving the false illusion that a particle is moving at non-constant speed while in fact it is moving at constant speed. The motion on the screen is not smooth, since the screen is not updating at constant rate. I am not able to figure how to fix this. If I want to show 2 particles at the moment of the collision, I must draw the screen at different times. Drawing the screen always at the same tick interval, results in seeing 2 particles before the collision, and then after the collision, and not just when they colliding, which looked bad when I tried it. So, how do real games handle this issue? How to display things in order to show collisions when it happen, yet keep the display tick constant? These 2 requirements seem to contradict each other’s.

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  • Pantech Link II, Ubuntu and Virtual XP

    - by user85041
    Okay this is my problem. I have a Pantech Link II, dmesg states: [ 896.072037] usb 2-3: new high-speed USB device number 3 using ehci_hcd [ 896.258562] cdc_acm 2-3:1.0: ttyACM0: USB ACM device [ 896.260039] usbcore: registered new interface driver cdc_acm [ 896.260042] cdc_acm: USB Abstract Control Model driver for USB modems and ISDN adapters Have it installed through wine (pc suite and driver) and it doesn't see it. Virtual XP through VMWare Player sees my device, knows it needs a driver. The removable devices says Curitel Pantech USB Device (Maybe Driver). I have PC Suite installed in XP, I install the driver through the executable.. it says problem with installing hardware, and then it disappears. Ubuntu sees it after restart, but if I start XP with that driver installed, it disappears from both and I get these errors in dmesg: [ 1047.760555] /dev/vmmon[2882]: PTSC: initialized at 3093322000 Hz using TSC, TSCs are synchronized. [ 1048.174033] /dev/vmmon[2882]: Monitor IPI vector: 0 [ 1055.293060] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1055.293074] /dev/vmnet: port on hub 8 successfully opened [ 1055.293088] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1055.293094] /dev/vmnet: port on hub 8 successfully opened [ 1072.446305] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1072.446316] /dev/vmnet: port on hub 8 successfully opened [ 1072.446328] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1072.446334] /dev/vmnet: port on hub 8 successfully opened [ 1072.856024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1079.292024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1079.732024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1127.743034] NET: Registered protocol family 39 [ 1127.749320] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_ALLOC (cid=1522210225,result=4). [ 1144.104031] usb 2-3: reset high-speed USB device number 3 using ehci_hcd [ 1144.412031] usb 2-3: reset high-speed USB device number 3 using ehci_hcd [ 1155.889976] ehci_hcd 0000:00:13.2: force halt; handshake ffffc90000642024 00004000 00000000 -> -110 [ 1155.889980] ehci_hcd 0000:00:13.2: HC died; cleaning up [ 1155.890008] usb 2-3: USB disconnect, device number 3 [ 1155.890013] usb 2-3: usbfs: usb_submit_urb returned -110 [ 1658.310777] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_DETACH (cid=1522210225,result=3). [ 1658.392018] NET: Unregistered protocol family 39 [ 1666.546438] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546450] /dev/vmnet: port on hub 8 successfully opened [ 1666.546462] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546467] /dev/vmnet: port on hub 8 successfully opened [ 1671.431383] uvcvideo: Found UVC 1.00 device USB2.0 Camera (1871:0101) [ 1671.432533] input: USB2.0 Camera as /devices/pci0000:00/0000:00:12.2/usb1/1-1/1-1:1.0/input/input13 lessa@X:~$ dmesg|tail [ 1155.890008] usb 2-3: USB disconnect, device number 3 [ 1155.890013] usb 2-3: usbfs: usb_submit_urb returned -110 [ 1658.310777] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_DETACH (cid=1522210225,result=3). [ 1658.392018] NET: Unregistered protocol family 39 [ 1666.546438] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546450] /dev/vmnet: port on hub 8 successfully opened [ 1666.546462] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546467] /dev/vmnet: port on hub 8 successfully opened [ 1671.431383] uvcvideo: Found UVC 1.00 device USB2.0 Camera (1871:0101) [ 1671.432533] input: USB2.0 Camera as /devices/pci0000:00/0000:00:12.2/usb1/1-1/1-1:1.0/input/input13 I have tried uninstalling, and installing manually from the device manager update driver while it's still has the warning sign.. it doesn't see the drivers as valid. No idea how to fix this.. would prefer to not have to go to another computer. I'm not trying to do anything but get the pictures off of it. I have to restart ubuntu, plug in device, for ubuntu to see it correctly again. I am like a month and a half old linux newbie so I have no idea the commands I could use for this, and I don't have a memory card in the phone to mount.

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  • Flash AS3 Mysterious Blinking MovieClip

    - by Ben
    This is the strangest problem I've faced in flash so far. I have no idea what's causing it. I can provide a .swf if someone wants to actually see it, but I'll describe it as best I can. I'm creating bullets for a tank object to shoot. The tank is a child of the document class. The way I am creating the bullet is: var bullet:Bullet = new Bullet(); (parent as MovieClip).addChild(bullet); The bullet itself simply moves itself in a direction using code like this.x += 5; The problem is the bullets will trace for their creation and destruction at the correct times, however the bullet is sometimes not visible until half way across the screen, sometimes not at all, and sometimes for the whole traversal. Oddly removing the timer I have on bullet creation seems to solve this. The timer is implemented as such: if(shot_timer == 0) { shoot(); // This contains the aforementioned bullet creation method shot_timer = 10; My enter frame handler for the tank object controls the timer and decrements it every frame if it is greater than zero. Can anyone suggest why this could be happening? EDIT: As requested, full code: Bullet.as package { import flash.display.MovieClip; import flash.events.Event; public class Bullet extends MovieClip { public var facing:int; private var speed:int; public function Bullet():void { trace("created"); speed = 10; addEventListener(Event.ADDED_TO_STAGE,addedHandler); } private function addedHandler(e:Event):void { addEventListener(Event.ENTER_FRAME,enterFrameHandler); removeEventListener(Event.ADDED_TO_STAGE,addedHandler); } private function enterFrameHandler(e:Event):void { //0 - up, 1 - left, 2 - down, 3 - right if(this.x > 720 || this.x < 0 || this.y < 0 || this.y > 480) { removeEventListener(Event.ENTER_FRAME,enterFrameHandler); trace("destroyed"); (parent as MovieClip).removeChild(this); return; } switch(facing) { case 0: this.y -= speed; break; case 1: this.x -= speed; break; case 2: this.y += speed; break; case 3: this.x += speed; break; } } } } Tank.as: package { import flash.display.MovieClip; import flash.events.KeyboardEvent; import flash.events.Event; import flash.ui.Keyboard; public class Tank extends MovieClip { private var right:Boolean = false; private var left:Boolean = false; private var up:Boolean = false; private var down:Boolean = false; private var facing:int = 0; //0 - up, 1 - left, 2 - down, 3 - right private var horAllowed:Boolean = true; private var vertAllowed:Boolean = true; private const GRID_SIZE:int = 100; private var shooting:Boolean = false; private var shot_timer:int = 0; private var speed:int = 2; public function Tank():void { addEventListener(Event.ADDED_TO_STAGE,stageAddHandler); addEventListener(Event.ENTER_FRAME, enterFrameHandler); } private function stageAddHandler(e:Event):void { stage.addEventListener(KeyboardEvent.KEY_DOWN,checkKeys); stage.addEventListener(KeyboardEvent.KEY_UP,keyUps); removeEventListener(Event.ADDED_TO_STAGE,stageAddHandler); } public function checkKeys(event:KeyboardEvent):void { if(event.keyCode == 32) { //trace("Spacebar is down"); shooting = true; } if(event.keyCode == 39) { //trace("Right key is down"); right = true; } if(event.keyCode == 38) { //trace("Up key is down"); // lol up = true; } if(event.keyCode == 37) { //trace("Left key is down"); left = true; } if(event.keyCode == 40) { //trace("Down key is down"); down = true; } } public function keyUps(event:KeyboardEvent):void { if(event.keyCode == 32) { event.keyCode = 0; shooting = false; //trace("Spacebar is not down"); } if(event.keyCode == 39) { event.keyCode = 0; right = false; //trace("Right key is not down"); } if(event.keyCode == 38) { event.keyCode = 0; up = false; //trace("Up key is not down"); } if(event.keyCode == 37) { event.keyCode = 0; left = false; //trace("Left key is not down"); } if(event.keyCode == 40) { event.keyCode = 0; down = false; //trace("Down key is not down") // O.o } } public function checkDirectionPermissions(): void { if(this.y % GRID_SIZE < 5 || GRID_SIZE - this.y % GRID_SIZE < 5) { horAllowed = true; } else { horAllowed = false; } if(this.x % GRID_SIZE < 5 || GRID_SIZE - this.x % GRID_SIZE < 5) { vertAllowed = true; } else { vertAllowed = false; } if(!horAllowed && !vertAllowed) { realign(); } } public function realign():void { if(!horAllowed) { if(this.x % GRID_SIZE < GRID_SIZE / 2) { this.x -= this.x % GRID_SIZE; } else { this.x += (GRID_SIZE - this.x % GRID_SIZE); } } if(!vertAllowed) { if(this.y % GRID_SIZE < GRID_SIZE / 2) { this.y -= this.y % GRID_SIZE; } else { this.y += (GRID_SIZE - this.y % GRID_SIZE); } } } public function enterFrameHandler(Event):void { //trace(shot_timer); if(shot_timer > 0) { shot_timer--; } movement(); firing(); } public function firing():void { if(shooting) { if(shot_timer == 0) { shoot(); shot_timer = 10; } } } public function shoot():void { var bullet = new Bullet(); bullet.facing = facing; //0 - up, 1 - left, 2 - down, 3 - right switch(facing) { case 0: bullet.x = this.x; bullet.y = this.y - this.height / 2; break; case 1: bullet.x = this.x - this.width / 2; bullet.y = this.y; break; case 2: bullet.x = this.x; bullet.y = this.y + this.height / 2; break; case 3: bullet.x = this.x + this.width / 2; bullet.y = this.y; break; } (parent as MovieClip).addChild(bullet); } public function movement():void { //0 - up, 1 - left, 2 - down, 3 - right checkDirectionPermissions(); if(horAllowed) { if(right) { orient(3); realign(); this.x += speed; } if(left) { orient(1); realign(); this.x -= speed; } } if(vertAllowed) { if(up) { orient(0); realign(); this.y -= speed; } if(down) { orient(2); realign(); this.y += speed; } } } public function orient(dest:int):void { //trace("facing: " + facing); //trace("dest: " + dest); var angle = facing - dest; this.rotation += (90 * angle); facing = dest; } } }

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  • Showing latex commands in text string using mathjax

    - by robezy
    I have a text string, for ex. 'A vehicle travels from A to B, distance {$d} km at constant speed. While returning back to A on same path it {$variation} its speed by {$v} km/hr. The total time of journey is {$t} hours. Find the original speed of vehicle.' The variables in the curly brackets are to be replaced by appropriate latex equation. I'm using php's preg_replace to replace the variables with latex commands. Unfortunately, my latex commands are coming as it is. It is not processed by mathjax. For ex, above text becomes A vehicle travels from A to B, distance 1 km at constant speed. While returning back to A on same path it increased its speed by (\frac{3}{2}) km/hr. The total time of journey is 1 hours. Find the original speed of vehicle. The frac is show as it is. What is wrong here? Please ask me if you need any more info. Thanks

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  • An increase to 3 Gig of RAM slows down Ubuntu 10.04 LTS

    - by williepabon
    I have Ubuntu 10.04 running from an external hard drive (installed on an enclosure) connected via USB port. Like a month or so ago, I increased RAM on my pc from 2 Gigs to 3 Gigs. This resulted on extremely long boot times and slow application loads. While I was understanding the nature of my problem, I posted various threads on this forum ( Questions # 188417, 188801), where I was advised to gather speed tests, and other info on my machine. I was also suggested that I might have problems with the RAM installed. Initially, I did not consider that possibility because: 1) I did a memory test with a diagnostic program from DELL (My pc is from Dell) 2) My pc works fine with Windows XP (the default OS), no problems with memory 3) My pc works fine when booting with Ubuntu 10.10 memory stick, no speed problems 4) My pc works fine when booting with Ubuntu 11.10 memory stick, no speed problems Anyway, I performed the memory tests suggested. But before doing it, and to check out any possibility of hardware issues on the hard drive, I did the following: (1) purchased a new hard drive enclosure and moved my hard drive to it, (2) purchased a new USB cable and used it to connect my hard drive/enclosure setup to a different USB port on my pc. Then, I performed speed tests with 1 Gig, 2 Gigs and 3 Gigs of RAM with my Ubuntu 10.04 OS. Ubuntu 10.04 worked well when booted with 1 Gig or 2 Gigs of RAM. When I increased to 3 Gigs, it slowed down to a crawl. I can't understand the relationship between an increase of 1 Gig and the effect it has in Ubuntu 10.04. This doesn't happen with Ubuntu 10.10 and 11.10. Unfortunately for me, Ubuntu 10.04 is my principal work operating system. So, I need a solution for this. Hardware and system information: DELL Precision 670 2 internal SATA Hard drives Audigy 2 ZS audio system Factory OS: Windows XP Professional SP3 NVidia 8400 GTS video card More info: williepabon@WP-WrkStation:~$ uname -a Linux WP-WrkStation 2.6.32-38-generic #83-Ubuntu SMP Wed Jan 4 11:13:04 UTC 2012 i686 GNU/Linux williepabon@WP-WrkStation:~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 10.04.4 LTS Release: 10.04 Codename: lucid Speed test with the 3 Gigs of RAM installed: williepabon@WP-WrkStation:~$ sudo hdparm -tT /dev/sdc [sudo] password for williepabon: /dev/sdc: Timing cached reads: 84 MB in 2.00 seconds = 41.96 MB/sec Timing buffered disk reads: 4 MB in 3.81 seconds = 1.05 MB/sec This is a very slow transfer rate from a hard drive. I will really appreciate a solution or a work around for this problem. I know that that there are users that have Ubuntu 10.04 with 3 Gigs or more of RAM and they don't have this problem. Same question asked on Launchpad for reference.

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  • java+netbeans+mysql+ubuntu 64 bits LTS VS C#+MS SQL for fast develop trading system

    - by crunchor
    I am going to build a trading system and use with the broker "Interactive Broker" API. The API supports C++ Socket, Java Socket, DDE, Active X APIs in Windows. The API supports Java Socket API, Posix C++ Socket API in Unix kind like Ubuntu. My trading system has some real time long calculations to do and a lot of maths for backtest. I am using a retail trading program Amibroker which is written in C++ and I run it in windows xp 32 bits, it will take me days to do one serious backtest with my G620 Sandy Bridge CPU and 3GB of ram. So for my trading system, I need to have 1. speed, 2. stability, 3. fast development I have done some research, C++ is fastest but I am not good at it and it takes much longer time to develop. Other than C++, Java in linux has the best speed. I also did some research for database and look like mysql has the best speed. Mysql and PostgreSQL both are very popular open source sql db, which one should I choose? I see MySQL has Workbench now which looks like similar to MS SQL management studio so look like a good start. Netbeans should be the most popular Java IDE now and seem like its GUI design can be as easy as Virtual Studio now. I am not sure if made by Netbeans would affect the speed and if its GUI design is really that good and easy to use. Ubuntu 64 bits LTS has good long term support, good community support, and stable. I will buy a new computer if I can create a good trading system for live trading and backtest. Very likely I will buy a I7 or I5 depends on if I7 can really have better speed for my case. Actually I mainly deal with C# in my jobs and I just knew java but not good at java. What would you guys recommend? Any better solution? This will be a big project and very likely life long project for me so I seriously do research including asking you guys before I start and focus on what I should, thanks!

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • Why is the server performance so poor? What can be done to improve the speed of the server?

    - by fslsyed
    Very slow processing using Windows Server2008 R2 Standard with Service Pack One. Situation: Read a text file using the text data to populate a series of MS Sql tables. The converted data is used to generate monthly PDF invoice files; the PDF files are saved directly to the hard drive. The application is multi-threading with one thread used for the text conversion and three threads for PDF invoice generation. The text conversion is occurring concurrently with the invoice generation. Application Software: C# using Microsoft Visual Studio 2010 Ultimate. Crystal Report Writer 2011 with runtime 13_0_3 64 bit version. Targeted platform is x64; also tested as x86, and Any CPU with similar results. Microsoft .NET Framework 4.0. Microsoft Sql 2008 Issue: The software is running very slowly. The conversion of the text file is approximately six hundred fifty records per second and generation of the PDF files is approximately twelve invoices per minute. The text file to be converted is six hundred Meg with seven thousand invoices to be generated. The software was installed on three different machines from the same distribution files. The same text file was converted on each machine. The user executing the application was an administrator on each machine. The only variances were the machine and operating system. The configurations are as follows: Server: Operating System: Windows Server2008 R2 Standard 64-bit (6.1, Build7601) SP1 Service Pack: System Manufacturer: IBM System Model: System x3550 M3-[7944AC1]- BIOS: Default System BIOS Processor: Intel® Xeon® CPU E5620@ 2.4GHz (16 CPUs) Memory: 16384MB Notebook: Operating System: Windows 7 Home Premium Standard 64-bit (6.1, Build7601) System Manufacturer: Hewlett-Packard System Model: HP Pavilion dv7 Notebook PC BIOS: Default System BIOS Processor: AMD Phenom II N640 Dual-Core Processor 2.9GHz (2 CPUs) Memory: 6144MB Desktop: Operating System: Windows 7 Professional 64-bit (6.1, Build7601) SP1 System Manufacturer: Dell Inc. System Model: OptiPlex 960 BIOS: Phoenix ROM BIOS PLUS Version 1.10 A11 Processor: Intel Core™2 Quad CPU Q9650 @3.00GHZ (4 CPUs) Memory: 16384MB Processing results per machine: The applications were executed seven times with the averages being displayed below. Machine Text Records Invoices Generated Converted Per Minute Per Minute Server (1) 650 12 Notebook 980 17 Desktop 2,100 45 (1) The server is dedicated to execution of this application; no additional applications are being executed. Question: Why is the server performance so poor? What can be done to improve the speed of the server?

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  • MouseWheel Event Fire

    - by Rahat
    I have a problem on calling my private method on MouseWheel event. In fact my mouse wheel event gets fired properly when i only increment a variable or display something in Title bar etc. But when i want to call a private method, that method gets called only one time which is not the requirement i want to call that method depending on the speed of scroll i.e. when scroll is done one time slowly call the private method one time but when the scroll is done in high speed call the private method more than one time depending on the scroll speed. For further explanation i am placing the sample code which displays the value of i in Title bar and add it in the Listbox control properly depending on the scroll speed but when i want to call the private method more than one time depending upon the scroll speed, that method gets called only one time. public partial class Form1 : Form { ListBox listBox1 = new ListBox(); int i = 0; public Form1() { InitializeComponent(); // Settnig ListBox control properties this.listBox1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom) | System.Windows.Forms.AnchorStyles.Left) | System.Windows.Forms.AnchorStyles.Right))); this.listBox1.FormattingEnabled = true; this.listBox1.Location = new System.Drawing.Point(13, 13); this.listBox1.Name = "listBox1"; this.listBox1.Size = new System.Drawing.Size(259, 264); this.listBox1.TabIndex = 0; // Attaching Mouse Wheel Event this.listBox1.MouseWheel += new MouseEventHandler(Form1_MouseWheel); // Adding Control this.Controls.Add(this.listBox1); } void Form1_MouseWheel(object sender, MouseEventArgs e) { i++; this.Text = i.ToString(); this.listBox1.Items.Add(i.ToString()); // Uncomment the following line to call the private method // this method gets called only one time irrelevant of the // mouse wheel scroll speed. // this.LaunchThisEvent(); } private void Form1_Load(object sender, EventArgs e) { this.listBox1.Select(); } private void LaunchThisEvent() { // Display message each time // this method gets called. MessageBox.Show(i.ToString()); } } How to call the private method more than one time depending upon the speed of the mouse wheel scroll?

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  • C++ class is not recognizing string data type

    - by reallythecrash
    I'm working on a program from my C++ textbook, and this this the first time I've really run into trouble. I just can't seem to see what is wrong here. Visual Studio is telling me Error: identifier "string" is undefined. I separated the program into three files. A header file for the class specification, a .cpp file for the class implementation and the main program file. These are the instructions from my book: Write a class named Car that has the following member variables: year. An int that holds the car's model year. make. A string that holds the make of the car. speed. An int that holds the car's current speed. In addition, the class should have the following member functions. Constructor. The constructor should accept the car's year and make as arguments and assign these values to the object's year and make member variables. The constructor should initialize the speed member variable to 0. Accessors. Appropriate accessor functions should be created to allow values to be retrieved from an object's year, make and speed member variables. There are more instructions, but they are not necessary to get this part to work. Here is my source code: // File Car.h -- Car class specification file #ifndef CAR_H #define CAR_H class Car { private: int year; string make; int speed; public: Car(int, string); int getYear(); string getMake(); int getSpeed(); }; #endif // File Car.cpp -- Car class function implementation file #include "Car.h" // Default Constructor Car::Car(int inputYear, string inputMake) { year = inputYear; make = inputMake; speed = 0; } // Accessors int Car::getYear() { return year; } string Car::getMake() { return make; } int Car::getSpeed() { return speed; } // Main program #include <iostream> #include <string> #include "Car.h" using namespace std; int main() { } I haven't written anything in the main program yet, because I can't get the class to compile. I've only linked the header file to the main program. Thanks in advance to all who take the time to investigate this problem for me.

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  • ImgBurn fails to burn data CD-R disk due to "Layouts do not match" error

    - by 0xAether
    I have a reoccurring problem with the program ImgBurn. Whenever I try and burn anything to a CD-R using ImgBurn it burns just fine, except for when I go and verify the disk. It tells me that the "Layouts do not match". Windows 7 shows the disk as completely blank. Although, I see on the bottom of the disk it has been written to. I can burn ISO files to DVD-R's just fine. This only seems to happen with CD-R's. The CD-R's I'm using are Memorex Cool Colors 52x CD-R's. I have looked on Google, and it seems like I'm not the only one this happens to. Unfortunately, no one is able to provide an explanation. I have included the log file from the last CD I just burnt. If you need anything else to better diagnose this problem, I will gladly provide it. ; //****************************************\\ ; ImgBurn Version 2.5.7.0 - Log ; Monday, 19 November 2012, 16:11:57 ; \\****************************************// ; ; I 16:04:55 ImgBurn Version 2.5.7.0 started! I 16:04:55 Microsoft Windows 7 Ultimate x64 Edition (6.1, Build 7601 : Service Pack 1) I 16:04:55 Total Physical Memory: 4,156,380 KB - Available: 3,317,144 KB I 16:04:55 Initialising SPTI... I 16:04:55 Searching for SCSI / ATAPI devices... I 16:04:56 -> Drive 1 - Info: Optiarc DVD RW AD-7560S SH03 (D:) (SATA) I 16:04:56 Found 1 DVD±RW/RAM! I 16:05:37 Operation Started! I 16:05:37 Source File: C:\Users\Aaron\Desktop\VMware Workstation 9.iso I 16:05:37 Source File Sectors: 223,057 (MODE1/2048) I 16:05:37 Source File Size: 456,820,736 bytes I 16:05:37 Source File Volume Identifier: VMwareWorksta9 I 16:05:37 Source File Volume Set Identifier: 20121119_2102 I 16:05:37 Source File File System(s): ISO9660, Joliet I 16:05:37 Destination Device: [1:0:0] Optiarc DVD RW AD-7560S SH03 (D:) (SATA) I 16:05:37 Destination Media Type: CD-R (Disc ID: 97m17s06f, Moser Baer India) I 16:05:37 Destination Media Supported Write Speeds: 10x, 16x, 20x, 24x I 16:05:37 Destination Media Sectors: 359,847 I 16:05:37 Write Mode: CD I 16:05:37 Write Type: SAO I 16:05:37 Write Speed: 6x I 16:05:37 Lock Volume: Yes I 16:05:37 Test Mode: No I 16:05:37 OPC: No I 16:05:37 BURN-Proof: Enabled W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - Wanted: 1,058 KB/s (6x), Got: 1,764 KB/s (10x) / 11,080 KB/s (63x) W 16:05:37 The drive only supports writing these discs at 10x, 16x, 20x, 24x. I 16:05:38 Filling Buffer... (80 MB) I 16:05:40 Writing LeadIn... I 16:06:07 Writing Session 1 of 1... (1 Track, LBA: 0 - 223056) I 16:06:07 Writing Track 1 of 1... (MODE1/2048, LBA: 0 - 223056) I 16:11:00 Synchronising Cache... I 16:11:18 Exporting Graph Data... I 16:11:18 Graph Data File: C:\Users\Aaron\AppData\Roaming\ImgBurn\Graph Data Files\Optiarc_DVD_RW_AD-7560S_SH03_MONDAY-NOVEMBER-19-2012_4-05_PM_97m17s06f_6x.ibg I 16:11:18 Export Successfully Completed! I 16:11:18 Operation Successfully Completed! - Duration: 00:05:41 I 16:11:18 Average Write Rate: 1,522 KB/s (10.1x) - Maximum Write Rate: 1,544 KB/s (10.3x) I 16:11:18 Cycling Tray before Verify... W 16:11:23 Waiting for device to become ready... I 16:11:47 Device Ready! E 16:11:47 CompareImageFileLayouts Failed! - Session Count Not Equal (1/0) E 16:11:47 Verify Failed! - Reason: Layouts do not match. I 16:11:57 Close Request Acknowledged I 16:11:57 Closing Down... I 16:11:57 Shutting down SPTI... I 16:11:57 ImgBurn closed!

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  • Is the Intel Core i5 mobile processor better than the Intel Core i7 mobile processor?

    - by Tim Barnaski
    I'm shopping for a new laptop from Dell (going to install Ubuntu on it) and I'm currently trying to sort out which processor I want. Based purely on the clock speed, it would seem that the core i5 is better than the core i7. The Intel® Core™ i5-430M has a 2.26GHz clock speed, while the Intel® Core™ i7-720QM Quad Core Processor only has a 1.6GHz clock speed. Would this not indicate that the i5 is faster than the i7?

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