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  • How to execute a command on multiple hosts using IPv6 only?

    - by math
    First of all there is pdsh which is essentially a parallel distributed shell which may execute commands on a list of given hosts. However, I find myself in an IPv6 only problem setting. It seems that pdsh is not able to use IPv6, as I am getting error messages: pdsh -w ^hostnames my_command pdsh@myhost: gethostbyname("foobar") failed I also tried to use IPv6 addresses only, which also didn't work. So how do you run a single shell script for administrative purpose (no SGE stuff, or similar) on a bunch of hosts that is IPv6 reachable only?

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  • Where can I find MSVM-specific applets?

    - by math
    For a specific project, I need to install and test the (now discontinued) Microsoft Java VM. But now that it is installed, I'm unable to find any applet which still work or require the Microsoft Java VM on the net... Do you know any site where I can access Java applets (or application) which work in this environment?

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  • I am making a maze type of game using javascript and HTML and need some questions answered [on hold]

    - by Timothy Bilodeau
    First off, i am a noob to JavaScript but am willing to learn. :) I found a simple JavaScript moment engine created by another member on this site. Using that i made it so my character can walk around within a rectangle/square shaped room. I want to make it so the character can walk through a "doorway" within a wall to the next room. Either that or make it so if the character moves over a certain image within the room it will take the player to another webpage in which the character "spawns" into the room and so on and so fourth. Here is a link to what i have made so far as to get an idea. http://bit.ly/1fSMesA Any help would be much appreciated. Here is the javascript code for the character movement and boundaries. <script type='text/javascript'> // movement vars var xpos = 100; var ypos = 100; var xspeed = 1; var yspeed = 0; var maxSpeed = 5; // boundary var minx = 37; var miny = 41; var maxx = 187; // 10 pixels for character's width var maxy = 178; // 10 pixels for character's width // controller vars var upPressed = 0; var downPressed = 0; var leftPressed = 0; var rightPressed = 0; function slowDownX() { if (xspeed > 0) xspeed = xspeed - 1; if (xspeed < 0) xspeed = xspeed + 1; } function slowDownY() { if (yspeed > 0) yspeed = yspeed - 1; if (yspeed < 0) yspeed = yspeed + 1; } function gameLoop() { // change position based on speed xpos = Math.min(Math.max(xpos + xspeed,minx),maxx); ypos = Math.min(Math.max(ypos + yspeed,miny),maxy); // or, without boundaries: // xpos = xpos + xspeed; // ypos = ypos + yspeed; // change actual position document.getElementById('character').style.left = xpos; document.getElementById('character').style.top = ypos; // change speed based on keyboard events if (upPressed == 1) yspeed = Math.max(yspeed - 1,-1*maxSpeed); if (downPressed == 1) yspeed = Math.min(yspeed + 1,1*maxSpeed) if (rightPressed == 1) xspeed = Math.min(xspeed + 1,1*maxSpeed); if (leftPressed == 1) xspeed = Math.max(xspeed - 1,-1*maxSpeed); // deceleration if (upPressed == 0 && downPressed == 0) slowDownY(); if (leftPressed == 0 && rightPressed == 0) slowDownX(); // loop setTimeout("gameLoop()",10); } function keyDown(e) { var code = e.keyCode ? e.keyCode : e.which; if (code == 38) upPressed = 1; if (code == 40) downPressed = 1; if (code == 37) leftPressed = 1; if (code == 39) rightPressed = 1; } function keyUp(e) { var code = e.keyCode ? e.keyCode : e.which; if (code == 38) upPressed = 0; if (code == 40) downPressed = 0; if (code == 37) leftPressed = 0; if (code == 39) rightPressed = 0; } </script> here is the HTML code to follow <!-- The Level --> <img src="room1.png" /> <!-- The Character --> <img id='character' src='../texture packs/characters/snazgel.png' style='position:absolute;left:100;top:100;height:40;width:26;'/>

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  • Replace Javascript click event with timed event?

    - by Rik
    Hi, I've found some javascript code that layers photos on top of each other when you click on them. Rather than having to click I'd like the function to automatically run every 5 seconds. How can I change this event to a timed one: $('a#nextImage, #image img').click(function(event){ Full code below. Thanks <script type="text/javascript"> $(document).ready(function(){ $('#description').css({'display':'block'}); $('#image img').hover(function() { $(this).addClass('hover'); }, function() { $(this).removeClass('hover'); }); $('a#nextImage, #image img').click(function(event){ event.preventDefault(); $('#description p:first-child').css({'visibility':'hidden'}); if($('#image img.current').next().length){ $('#image img.current').removeClass('current').next().fadeIn('normal').addClass('current').css({'position':'absolute'}); }else{ $('#image img').removeClass('current').css({'display':'none'}); $('#image img:first-child').fadeIn('normal').addClass('current').css({'position':'absolute'}); } if($('#image img.current').width()>=($('#page').width()-100)){ xPos=170; }else{ do{ xPos = 120 + (Math.floor(Math.random()*($('#page').width()-100))); }while(xPos+$('#image img.current').width()>$('#page').width()); } if($('#image img.current').height()>=300){ yPos=0; }else{ do{ yPos = Math.floor(Math.random()*300); }while(yPos+$('#image img.current').height()>300); } $('#image img.current').css({'left':xPos,'top':yPos}); }); });

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  • Gett Tor and Irssi working together

    - by Joey Bagodonuts
    Hi I am trying to get Tor working with Irssi. The directions at the bottom of this page Freenode Install Link say to :~/.irssi$ tor MapAddress 10.40.40.40 p4fsi4ockecnea7l.onion Feb 12 04:26:51.101 [notice] Tor v0.2.1.29 (r318f470bc5f2ad43). This is experimental software. Do not rely on it for strong anonymity. (Running on Linux x86_64) Feb 12 04:26:51.101 [warn] Command-line option 'p4fsi4ockecnea7l.onion' with no value. Failing. Feb 12 04:26:51.101 [err] Reading config failed--see warnings above. Or add it to the torrc file and reload irssi .irssi$ cat /etc/tor/torrc |grep 10.40.40 mapaddress 10.40.40.40 p4fsi4ockecnea7l.onion This is a paste from within irssi after running $torify irssi [04:33] Math::BigInt: couldn't load specified math lib(s), fallback to Math::BigInt::FastCalc at /usr/local/share/perl/5.10.1/Crypt/DH.pm line 6 [04:33] [04:33] *** Irssi: Loaded script cap_sasl So I thought it was a CPAN module issue. cpan[1]> install Math::BigInt This was also done for FastCalc and retried with force install. What am I doing wrong? Thanks

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  • Rotating a view of a chunked 2d tilemap

    - by Danie Clawson
    I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be able to "rotate" the view of the world, even though I'm using all hand-drawn graphics and blitting. Therefor, I need to rotate the actual world itself, or change how the Camera traverses these arrays. How can, or should, I create individual rotations of 90 degrees, when I have multi-dimensional arrays? Is it faster to actually rotate the array, to access it differently, or to create pre-computed accessor(?) arrays, something like how my chunks work? How can I rotate an individual chunk, or set of chunks? Currently I establish my tile grid like this (tile height not included): function Surface(WIDTH, HEIGHT) { WIDTH = Math.max(WIDTH-(WIDTH%TPC), TPC); HEIGHT = Math.max(HEIGHT-(HEIGHT%TPC), TPC); this.tiles = []; this.chunks = []; //Establish tiles for(var x = 0; x < WIDTH; x++) { var col = [], ch_x = Math.floor(x/TPC); if(!this.chunks[ch_x]) this.chunks.push([]); for(var y = 0; y < HEIGHT; y++) { var tile = new Tile(x, y), ch_y = Math.floor(y/TPC); if(!this.chunks[ch_x][ch_y]) this.chunks[ch_x].push([]); this.chunks[ch_x][ch_y].push(tile); col.push(tile); } this.tiles.push(col); } }; Even some basic advice on my data struct would be much appreciated.

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  • My first animation - Using SDL.NET C#

    - by Mark
    Hi all! I'm trying to animate a player object in my 2D grid when the user clicks somewhere in the screen. I got the following 4 variables: oX (Current player position X) oY (Current player position Y) dX (Destination X) dY (Destination Y) How can I make sure the player moves in a straight line to the new XY coordinates. The way I'm doing it now is really awfull and causes the player to first move along x axis, and finally in y axis. Can someone give me some guidance with the involved math cause I'm really not sure on how to accomplish this. Thank you for your time. Kind regards, Mark Update: It's working now but whats the right way to check if the current positions are equal to the target position? private static void MovePlayer(double x2, double y2, int duration) { double hX = x2 - m_PlayerPosition.X; double hY = y2 - m_PlayerPosition.Y; double Length = Math.Sqrt(Math.Pow(hX, 2) + Math.Pow(hY, 2)); hX = hX / Length; hY = hY / Length; while (m_PlayerPosition.X != Convert.ToInt32(x2) || m_PlayerPosition.Y != Convert.ToInt32(y2)) { m_PlayerPosition.X += Convert.ToInt32(hX * 1); m_PlayerPosition.Y += Convert.ToInt32(hY * 1); UpdatePlayerLocation(); } }

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • How can I cull non-visible isometric tiles?

    - by james
    I have a problem which I am struggling to solve. I have a large map of around 100x100 tiles which form an isometric map. The user is able to move the map around by dragging the mouse. I am trying to optimize my game only to draw the visible tiles. So far my code is like this. It appears to be ok in the x direction, but as soon as one tile goes completely above the top of the screen, the entire column disappears. I am not sure how to detect that all of the tiles in a particular column are outside the visible region. double maxTilesX = widthOfScreen/ halfTileWidth + 4; double maxTilesY = heightOfScreen/ halfTileHeight + 4; int rowStart = Math.max(0,( -xOffset / halfTileWidth)) ; int colStart = Math.max(0,( -yOffset / halfTileHeight)); rowEnd = (int) Math.min(mapSize, rowStart + maxTilesX); colEnd = (int) Math.min(mapSize, colStart + maxTilesY); EDIT - I think I have solved my problem, but perhaps not in a very efficient way. I have taken the center of the screen coordinates, determined which tile this corresponds to by converting the coordinates into cartesian format. I then update the entire box around the screen.

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  • Can't get sprite to rotate correctly?

    - by rphello101
    I'm attempting to play with graphics using Java/Slick 2d. I'm trying to get my sprite to rotate to wherever the mouse is on the screen and then move accordingly. I figured the best way to do this was to keep track of the angle the sprite is at since I have to multiply the cosine/sine of the angle by the move speed in order to get the sprite to go "forwards" even if it is, say, facing 45 degrees in quadrant 3. However, before I even worry about that, I'm having trouble even getting my sprite to rotate in the first place. Preliminary console tests showed that this code worked, but when applied to the sprite, it just kind twitches. Anyone know what's wrong? int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x; int pY = sprite.y; int tempY, tempX; double mAng, pAng = sprite.angle; double angRotate=0; if(mX!=pX){ tempY=pY-mY; tempX=mX-pX; mAng = Math.toDegrees(Math.atan2(Math.abs((tempY)),Math.abs((tempX)))); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=270; else mAng=90; } //Calculations if(mX<pX&&mY<pY){ //If in Q2 mAng = 180-mAng; } if(mX<pX&&mY>pY){ //If in Q3 mAng = 180+mAng; } if(mX>pX&&mY>pY){ //If in Q4 mAng = 360-mAng; } angRotate = mAng-pAng; sprite.angle = mAng; sprite.image.setRotation((float)angRotate);

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  • Middle tier language for interfacing C/C++ with db and web app

    - by ggkmath
    I have a web application requiring a middle-tier language to communicate between an oracle database and math routines on a Linux server and a flex-based application on a client. I'm not a software expert, and need recommendations for which language to use for the middle-tier. The math routines are currently in Matlab but will be ported to C (or C++) as shared libraries. Thus, by default there's some C or C++ communication necessary. These routines rely on FFTW (www.fftw.org), which is called directly from C or C++ (thus, I don't see re-writing these routines in another language). The middle tier must manage traffic between the client, the math routines, and the Oracle database. The client will trigger the math routines aynchronously, and the results saved in the db and transferred back to the client, etc. The middle-tier will also need to authenticate user accounts/passwords, and send out various administrative emails. Originally I thought PhP the obvious choice, but interfacing asychronously multiple clients with the C or C++ routines doesn't seem straightforward. Then I thought, why not just keep the whole middle tier in C or C++, but I'm not sure if this is done in the industry (C or C++ doesn't seem as web-friendly as other languages). There's always Jave + JNI, but maybe that introduces other complications (not sure). Any feedback appreciated.

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  • LWJGL Java 2D collision when lagging

    - by user1990950
    I'm using a tile based collision, but when the game is lagging (the lag isn't the problem) the collision fails and the player falls through tiles. This is the movement/collision detection code of my Player class: gravity.y = gspeed; speed.y+=gravity.y; position.set(position.x + direction.x * speed.x * deltaSeconds, position.y + direction.y * speed.y * deltaSeconds); for (int i = (int) Math.round(position.x / 32) - 2 * t; i < (int) Math.round(position.x / 32) + 3 * t; i++) { for (int j = (int) Math.round(position.y / 32); j < (int) Math.round((position.y + height + 64) / 32); j++) { checkCollision(i, j, deltaSeconds); } } public void checkCollision(int i, int j, float deltaSeconds) { bbox.setBounds((int) position.x, (int) position.y, (int) width, (int) height); Tile t = null; t = Map.getTile(i, j); if (t != null) { if (t.isSolid()) { if (t.getTop().intersects(bbox)) { if (position.y + height < t.y * 32 + 32) { if (speed.y >= 0) { position.y = t.y * 32 - height; speed.y = 0; gravity.y = 0; jumpState = 0; } } } if (t.getBottom().intersects(bbox)) { if (position.y < t.y * 32 + 32) { position.y = t.y * 32 + 32; speed.y = 0; } } else { if (t.getLeft().intersects(bbox)) { if (position.x + width > t.x * 32) { position.x = t.x * 32 - width; speed.x = 0; } } if (t.getRight().intersects(bbox)) { if (position.x < t.x * 32 + 32) { position.x = t.x * 32 + 32; speed.x = 0; } } } } } } Is it possible to fix my code, if yes how? Or is it possible to tell if the game is lagging?

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  • "Walking" along a rotating surface in LimeJS

    - by Dave Lancea
    I'm trying to have a character walk along a plank (a long, thin rectangle) that works like a seesaw, being rotated around a central point by box2d physics (falling objects). I want the left and right arrow keys to move the player up and down the plank, regardless of it's slope, and I don't want to use real physics for the player movement. My idea for achieving this was to compute the coordinate based on the rotation of the plank and the current location "up" or "down" the board. My math is derived from here: http://math.stackexchange.com/questions/143932/calculate-point-given-x-y-angle-and-distance Here's the code I have so far: movement = 0; if(keys[37]){ // Left movement = -3; } if(keys[39]){ // Right movement = 3; } // this.plank is a LimeJS sprite. // getRotation() Should return an angle in degrees var rotation = this.plank.getRotation(); // this.current_plank_location is initialized as 0 this.current_plank_location += movement; var x_difference = this.current_plank_location * Math.cos(rotation); var y_difference = this.current_plank_location * Math.sin(rotation); this.setPosition(seesaw.PLANK_CENTER_X + x_difference, seesaw.PLANK_CENTER_Y + y_difference); This code causes the player to swing around in a circle when they are out of the center of the plank given a slight change in rotation of the plank. Any ideas on how I can get the player position to follow the board position?

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  • Smooth drag scrolling of an Isometric map - Html5

    - by user881920
    I have implemented a basic Isometric tile engine that can be explored by dragging the map with the mouse. Please see the fiddle below and drag away: http://jsfiddle.net/kHydg/14/ The code broken down is (CoffeeScript): The draw function draw = -> requestAnimFrame draw canvas.width = canvas.width for row in [0..width] for col in [0..height] xpos = (row - col) * tileHeight + width xpos += (canvas.width / 2) - (tileWidth / 2) + scrollPosition.x ypos = (row + col) * (tileHeight / 2) + height + scrollPosition.y context.drawImage(defaultTile, Math.round(xpos), Math.round(ypos), tileWidth, tileHeight) Mouse drag-scrolling control scrollPosition = x: 0 y: 0 dragHelper = active: false x: 0 y: 0 window.addEventListener 'mousedown', (e) => handleMouseDown(e) , false window.addEventListener 'mousemove', (e) => handleDrag(e) , false window.addEventListener 'mouseup', (e) => handleMouseUp(e) , false handleDrag = (e) => e.preventDefault() if dragHelper.active x = e.clientX y = e.clientY scrollPosition.x -= Math.round((dragHelper.x - x) / 28) scrollPosition.y -= Math.round((dragHelper.y - y) / 28) handleMouseUp = (e) => e.preventDefault() dragHelper.active = false handleMouseDown = (e) => e.preventDefault() x = e.clientX y = e.clientY dragHelper.active = true dragHelper.x = x dragHelper.y = y The Problem As you can see from the fiddle the dragging action is ok but not perfect. How would I change the code to make the dragging action more smooth? What I would like is the point of the map you click on to stay under the mouse point whilst you drag; the same as they have done here: http://craftyjs.com/demos/isometric/

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • 3D Ray Casting / Picking

    - by Chris
    Hi, I am not sure if I should post this link, but I feel this falls into game development just as much as it does math. I have a ray cast's far and near values and I am trying to calculate the end point of the ray so that I can either draw a line to show the ray, or render an object at the end of 3d mouse position. Here is my post on the stack overflow math site, if there is a problem with me doing this just close the thread. Thank you. http://math.stackexchange.com/questions/15918/help-with-matrix-mathematica

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • Fitting a rectangle into screen with XNA

    - by alecnash
    I am drawing a rectangle with primitives in XNA. The width is: width = GraphicsDevice.Viewport.Width and the height is height = GraphicsDevice.Viewport.Height I am trying to fit this rectangle in the screen (using different screens and devices) but I am not sure where to put the camera on the Z-axis. Sometimes the camera is too close and sometimes to far. This is what I am using to get the camera distance: //Height of piramid float alpha = 0; float beta = 0; float gamma = 0; alpha = (float)Math.Sqrt((width / 2 * width/2) + (height / 2 * height / 2)); beta = height / ((float)Math.Cos(MathHelper.ToRadians(67.5f)) * 2); gamma = (float)Math.Sqrt(beta*beta - alpha*alpha); position = new Vector3(0, 0, gamma); Any idea where to put the camera on the Z-axis?

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  • Questions about linking libraries in C

    - by james
    I am learning C (still very much a beginner) on Linux using the GCC compiler. I have noticed that some libraries, such as the library used with the math.h header, need to be linked in manually when included. I have been linking in the libraries using various flags of the form -l[library-name], such as -lm for the above-mentioned math library. However, after switching from the command line and/or Geany to Code::Blocks, I noticed that Code::Blocks uses g++ to compile the programs instead of the gcc that I am used to (even though the project is definitely specified as C). Also, Code::Blocks does not require the libraries to be manually linked in when compiling - libraries such as the math library just work. I have two questions: Firstly, is it "bad" to compile C programs with the g++ compiler? So far it seems to work, but after all, C++ is not C and I am quite sure that the g++ compiler is meant for C++. Secondly, is it the g++ compiler that is doing the automatic linking of the libraries in Code::Blocks?

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • 12.04 upgrade broke grub? (not wubi related)

    - by kaare
    I just updated from 11.10 to 12.04, with no major problems (it took a while to get past a request to restart ssh, mysql and some other services, but I did no fiddling by myself, everything was done by the installer). However, after restarting, grub can't do anything. Picking the new linux installation (first entry), I just get error: no such partition error: no such partition error: no such partition and picking the recovery-version just gives 5 lines instead of 3. I have windows 7 installed on a different drive, and can run it by booting from that drive instead. Picking it from the grub menu gives the same error as above (can't remember how many lines, though). I'll be honest and say that I don't remember if win 7 could be booted from grub before the update, though. In short, nothing on the grub menu works. any solutions? The grub menu changed appearance - before it was on a purple background, small letters, now it's white-on-black, big letters, looking very basic. The original installation was from a usb-drive, and I hadn't heard about wubi until I started googling this problem, so I doubt there's any connection. I really hope there are some grub-savvy people out there :) EDIT: ok. so, I made a bootable usb, and am running from that right now. when I ran the bootinfoscript, it warned me that "gawk" could not be found, using "busybox awk" instead. This may lead to unreliable results. just so you know. The contents of RESULTS.txt are: Boot Info Script 0.61 [1 April 2012] ============================= Boot Info Summary: =============================== => Windows is installed in the MBR of /dev/sda. => Grub2 (v1.99) is installed in the MBR of /dev/sdb and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks for (,msdos3)/boot/grub on this drive. => Syslinux MBR (4.04 and higher) is installed in the MBR of /dev/sdc. sda1: __________________________________________ File system: vfat Boot sector type: Dell Utility: FAT16 Boot sector info: No errors found in the Boot Parameter Block. Operating System: Boot files: /DELLBIO.BIN /DELLRMK.BIN /COMMAND.COM sda2: __________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Boot files: sda3: __________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Windows 7 Boot files: /bootmgr /Boot/BCD /Windows/System32/winload.exe sda4: __________________________________________ File system: Extended Partition Boot sector type: - Boot sector info: sda5: __________________________________________ File system: vfat Boot sector type: Windows 7: FAT32 Boot sector info: No errors found in the Boot Parameter Block. Operating System: Windows XP Boot files: /boot.ini /bootmgr /ntldr /NTDETECT.COM sdb1: __________________________________________ File system: ntfs Boot sector type: Windows XP: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Boot files: sdb2: __________________________________________ File system: swap Boot sector type: - Boot sector info: sdb3: __________________________________________ File system: ext4 Boot sector type: Grub2 (v1.99) Boot sector info: Grub2 (v1.99) is installed in the boot sector of sdb3 and looks at sector 375893584 of the same hard drive for core.img. core.img is at this location and looks for (,msdos3)/boot/grub on this drive. Operating System: Ubuntu 12.04 LTS Boot files: /boot/grub/grub.cfg /etc/fstab /boot/grub/core.img sdb4: __________________________________________ File system: ext4 Boot sector type: - Boot sector info: Operating System: Boot files: sdc1: __________________________________________ File system: ntfs Boot sector type: SYSLINUX 4.06 4.06-pre1 Boot sector info: Syslinux looks at sector 4649656 of /dev/sdc1 for its second stage. SYSLINUX is installed in the directory. The integrity check of the ADV area failed. No errors found in the Boot Parameter Block. Operating System: Boot files: /boot/grub/grub.cfg /syslinux/syslinux.cfg /ldlinux.sys ============================ Drive/Partition Info: ============================= Drive: sda _______________________________________ Disk /dev/sda: 250.1 GB, 250059350016 bytes 255 heads, 63 sectors/track, 30401 cylinders, total 488397168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/sda1 63 240,974 240,912 de Dell Utility /dev/sda2 241,664 21,213,183 20,971,520 7 NTFS / exFAT / HPFS /dev/sda3 * 21,213,184 483,151,863 461,938,680 7 NTFS / exFAT / HPFS /dev/sda4 483,151,872 488,394,751 5,242,880 f W95 Extended (LBA) /dev/sda5 483,153,920 488,394,751 5,240,832 dd Dell Media Direct Drive: sdb _______________________________________ Disk /dev/sdb: 250.1 GB, 250059350016 bytes 255 heads, 63 sectors/track, 30401 cylinders, total 488397168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/sdb1 63 345,886,749 345,886,687 7 NTFS / exFAT / HPFS /dev/sdb2 345,888,768 361,510,911 15,622,144 82 Linux swap / Solaris /dev/sdb3 * 361,510,912 390,807,786 29,296,875 83 Linux /dev/sdb4 390,809,600 488,394,751 97,585,152 83 Linux Drive: sdc _______________________________________ Disk /dev/sdc: 8015 MB, 8015282176 bytes 255 heads, 63 sectors/track, 974 cylinders, total 15654848 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/sdc1 * 2,048 15,652,863 15,650,816 7 NTFS / exFAT / HPFS "blkid" output: ____________________________________ Device UUID TYPE LABEL /dev/loop0 squashfs /dev/sda1 07D8-0411 vfat DellUtility /dev/sda2 E2765BBC765B9061 ntfs RECOVERY /dev/sda3 98DC5E54DC5E2D2E ntfs OS /dev/sda5 7061-9DF5 vfat MEDIADIRECT /dev/sdb1 01CBBB4C3374C3B0 ntfs Data1 /dev/sdb2 1ca45f3f-f888-43d1-8137-02699597189a swap /dev/sdb3 6bc1b599-ad4b-403c-a155-a5bc81211f5e ext4 /dev/sdb4 58e2b257-8608-4b11-b20b-dc162bb80b62 ext4 /dev/sdc1 0C02B64402B63316 ntfs PENDRIVE ================================ Mount points: ================================= Device Mount_Point Type Options /dev/loop0 /rofs squashfs (ro,noatime) /dev/sdb4 /media/58e2b257-8608-4b11-b20b-dc162bb80b62 ext4 (rw,nosuid,nodev,uhelper=udisks) /dev/sdc1 /cdrom fuseblk (rw,nosuid,nodev,relatime,user_id=0,group_id=0,allow_other,blksize=4096) ================================ sda5/boot.ini: ================================ [boot loader] timeout=0 default=multi(0)disk(0)rdisk(0)partition(1)\WINDOWS [operating systems] multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Embedded" /fastdetect /KERNEL=NTOSBOOT.EXE /maxmem=1024 =========================== sdb3/boot/grub/grub.cfg: =========================== -------------------------------------------------------------------------------- # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="0" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { insmod vbe insmod vga insmod video_bochs insmod video_cirrus } insmod part_msdos insmod ext2 set root='(hd1,msdos3)' search --no-floppy --fs-uuid --set=root 6bc1b599-ad4b-403c-a155-a5bc81211f5e if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=auto load_video insmod gfxterm insmod part_msdos insmod ext2 set root='(hd1,msdos3)' search --no-floppy --fs-uuid --set=root 6bc1b599-ad4b-403c-a155-a5bc81211f5e set locale_dir=($root)/boot/grub/locale set lang=en_US insmod gettext fi terminal_output gfxterm if [ "${recordfail}" = 1 ]; then set timeout=-1 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray if background_color 44,0,30; then clear fi ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### function gfxmode { set gfxpayload="$1" if [ "$1" = "keep" ]; then set vt_handoff=vt.handoff=7 else set vt_handoff= fi } if [ ${recordfail} != 1 ]; then if [ -e ${prefix}/gfxblacklist.txt ]; then if hwmatch ${prefix}/gfxblacklist.txt 3; then if [ ${match} = 0 ]; then set linux_gfx_mode=keep else set linux_gfx_mode=text fi else set linux_gfx_mode=text fi else set linux_gfx_mode=keep fi else set linux_gfx_mode=text fi export linux_gfx_mode if [ "$linux_gfx_mode" != "text" ]; then load_video; fi menuentry 'Ubuntu, with Linux 3.2.0-24-generic' --class ubuntu --class gnu-linux --class gnu --class os { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='(hd1,msdos3)' search --no-floppy --fs-uuid --set=root 6bc1b599-ad4b-403c-a155-a5bc81211f5e linux /boot/vmlinuz-3.2.0-24-generic root=UUID=6bc1b599-ad4b-403c-a155-a5bc81211f5e ro quiet splash $vt_handoff initrd /boot/initrd.img-3.2.0-24-generic } menuentry 'Ubuntu, with Linux 3.2.0-24-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod part_msdos insmod ext2 set root='(hd1,msdos3)' search --no-floppy --fs-uuid --set=root 6bc1b599-ad4b-403c-a155-a5bc81211f5e echo 'Loading Linux 3.2.0-24-generic ...' linux /boot/vmlinuz-3.2.0-24-generic root=UUID=6bc1b599-ad4b-403c-a155-a5bc81211f5e ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.2.0-24-generic } submenu "Previous Linux versions" { menuentry 'Ubuntu, with Linux 3.0.0-19-generic' --class ubuntu --class gnu-linux --class gnu --class os { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='(hd1,msdos3)' search --no-floppy --fs-uuid --set=root 6bc1b599-ad4b-403c-a155-a5bc81211f5e linux /boot/vmlinuz-3.0.0-19-generic root=UUID=6bc1b599-ad4b-403c-a155-a5bc81211f5e ro quiet splash $vt_handoff initrd /boot/initrd.img-3.0.0-19-generic } menuentry 'Ubuntu, with Linux 3.0.0-19-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod part_msdos insmod ext2 set root='(hd1,msdos3)' search --no-floppy --fs-uuid --set=root 6bc1b599-ad4b-403c-a155-a5bc81211f5e echo 'Loading Linux 3.0.0-19-generic ...' linux /boot/vmlinuz-3.0.0-19-generic root=UUID=6bc1b599-ad4b-403c-a155-a5bc81211f5e ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.0.0-19-generic } } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/20_memtest86+ ### menuentry "Memory test (memtest86+)" { insmod part_msdos insmod ext2 set root='(hd1,msdos3)' search --no-floppy --fs-uuid --set=root 6bc1b599-ad4b-403c-a155-a5bc81211f5e linux16 /boot/memtest86+.bin } menuentry "Memory test (memtest86+, serial console 115200)" { insmod part_msdos insmod ext2 set root='(hd1,msdos3)' search --no-floppy --fs-uuid --set=root 6bc1b599-ad4b-403c-a155-a5bc81211f5e linux16 /boot/memtest86+.bin console=ttyS0,115200n8 } ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober ### menuentry "Windows 7 (loader) (on /dev/sda3)" --class windows --class os { insmod part_msdos insmod ntfs set root='(hd0,msdos3)' search --no-floppy --fs-uuid --set=root 98DC5E54DC5E2D2E chainloader +1 } menuentry "Microsoft Windows XP Embedded (on /dev/sda5)" --class windows --class os { insmod part_msdos insmod fat set root='(hd0,msdos5)' search --no-floppy --fs-uuid --set=root 7061-9DF5 drivemap -s (hd0) ${root} chainloader +1 } ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ### =============================== sdb3/etc/fstab: ================================ # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sdb3 during installation UUID=6bc1b599-ad4b-403c-a155-a5bc81211f5e / ext4 errors=remount-ro 0 1 # /home was on /dev/sdb4 during installation UUID=58e2b257-8608-4b11-b20b-dc162bb80b62 /home ext4 defaults,user_xattr 0 2 # swap was on /dev/sdb2 during installation UUID=1ca45f3f-f888-43d1-8137-02699597189a none swap sw 0 0 =================== sdb3: Location of files loaded by Grub: ==================== GiB - GB File Fragment(s) = boot/grub/core.img 1 = boot/grub/grub.cfg 1 = boot/initrd.img-3.0.0-19-generic 2 = boot/initrd.img-3.2.0-24-generic 2 = boot/vmlinuz-3.0.0-19-generic 2 = boot/vmlinuz-3.2.0-24-generic 1 = vmlinuz 1 = vmlinuz.old 2 =========================== sdc1/boot/grub/grub.cfg: =========================== if loadfont /boot/grub/font.pf2 ; then set gfxmode=auto insmod efi_gop insmod efi_uga insmod gfxterm terminal_output gfxterm fi set menu_color_normal=white/black set menu_color_highlight=black/light-gray menuentry "Try Ubuntu without installing" { set gfxpayload=keep linux /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper quiet splash -- initrd /casper/initrd.lz } menuentry "Install Ubuntu" { set gfxpayload=keep linux /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper only-ubiquity quiet splash -- initrd /casper/initrd.lz } menuentry "Check disc for defects" { set gfxpayload=keep linux /casper/vmlinuz boot=casper integrity-check quiet splash -- initrd /casper/initrd.lz } ========================= sdc1/syslinux/syslinux.cfg: ========================== # D-I config version 2.0 include menu.cfg default vesamenu.c32 prompt 0 timeout 50 # If you would like to use the new menu and be presented with the option to install or run from USB at startup, remove # from the following line. This line was commented out (by request of many) to allow the old menu to be presented and to enable booting straight into the Live Environment! # ui gfxboot bootlogo =================== sdc1: Location of files loaded by Grub: ==================== GiB - GB File Fragment(s) ?? = ?? boot/grub/grub.cfg 0 ================= sdc1: Location of files loaded by Syslinux: ================== GiB - GB File Fragment(s) ?? = ?? ldlinux.sys 1 ?? = ?? syslinux/chain.c32 1 ?? = ?? syslinux/gfxboot.c32 1 ?? = ?? syslinux/syslinux.cfg 0 ?? = ?? syslinux/vesamenu.c32 1 ============== sdc1: Version of COM32(R) files used by Syslinux: =============== syslinux/chain.c32 : COM32R module (v4.xx) syslinux/gfxboot.c32 : COM32R module (v4.xx) syslinux/vesamenu.c32 : COM32R module (v4.xx) =============================== StdErr Messages: =============================== xz: (stdin): Compressed data is corrupt xz: (stdin): Compressed data is corrupt awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in ./bootinfoscript: line 1646: [: 2.73495e+09: integer expression expected

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  • Understanding and Implementing a Force based graph layout algorithm

    - by zcourts
    I'm trying to implement a force base graph layout algorithm, based on http://en.wikipedia.org/wiki/Force-based_algorithms_(graph_drawing) My first attempt didn't work so I looked at http://blog.ivank.net/force-based-graph-drawing-in-javascript.html and https://github.com/dhotson/springy I changed my implementation based on what I thought I understood from those two but I haven't managed to get it right and I'm hoping someone can help? JavaScript isn't my strong point so be gentle... If you're wondering why write my own. In reality I have no real reason to write my own I'm just trying to understand how the algorithm is implemented. Especially in my first link, that demo is brilliant. This is what I've come up with //support function.bind - https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Function/bind#Compatibility if (!Function.prototype.bind) { Function.prototype.bind = function (oThis) { if (typeof this !== "function") { // closest thing possible to the ECMAScript 5 internal IsCallable function throw new TypeError("Function.prototype.bind - what is trying to be bound is not callable"); } var aArgs = Array.prototype.slice.call(arguments, 1), fToBind = this, fNOP = function () {}, fBound = function () { return fToBind.apply(this instanceof fNOP ? this : oThis || window, aArgs.concat(Array.prototype.slice.call(arguments))); }; fNOP.prototype = this.prototype; fBound.prototype = new fNOP(); return fBound; }; } (function() { var lastTime = 0; var vendors = ['ms', 'moz', 'webkit', 'o']; for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame']; window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame']; } if (!window.requestAnimationFrame) window.requestAnimationFrame = function(callback, element) { var currTime = new Date().getTime(); var timeToCall = Math.max(0, 16 - (currTime - lastTime)); var id = window.setTimeout(function() { callback(currTime + timeToCall); }, timeToCall); lastTime = currTime + timeToCall; return id; }; if (!window.cancelAnimationFrame) window.cancelAnimationFrame = function(id) { clearTimeout(id); }; }()); function Graph(o){ this.options=o; this.vertices={}; this.edges={};//form {vertexID:{edgeID:edge}} } /** *Adds an edge to the graph. If the verticies in this edge are not already in the *graph then they are added */ Graph.prototype.addEdge=function(e){ //if vertex1 and vertex2 doesn't exist in this.vertices add them if(typeof(this.vertices[e.vertex1])==='undefined') this.vertices[e.vertex1]=new Vertex(e.vertex1); if(typeof(this.vertices[e.vertex2])==='undefined') this.vertices[e.vertex2]=new Vertex(e.vertex2); //add the edge if(typeof(this.edges[e.vertex1])==='undefined') this.edges[e.vertex1]={}; this.edges[e.vertex1][e.id]=e; } /** * Add a vertex to the graph. If a vertex with the same ID already exists then * the existing vertex's .data property is replaced with the @param v.data */ Graph.prototype.addVertex=function(v){ if(typeof(this.vertices[v.id])==='undefined') this.vertices[v.id]=v; else this.vertices[v.id].data=v.data; } function Vertex(id,data){ this.id=id; this.data=data?data:{}; //initialize to data.[x|y|z] or generate random number for each this.x = this.data.x?this.data.x:-100 + Math.random()*200; this.y = this.data.y?this.data.y:-100 + Math.random()*200; this.z = this.data.y?this.data.y:-100 + Math.random()*200; //set initial velocity to 0 this.velocity = new Point(0, 0, 0); this.mass=this.data.mass?this.data.mass:Math.random(); this.force=new Point(0,0,0); } function Edge(vertex1ID,vertex2ID){ vertex1ID=vertex1ID?vertex1ID:Math.random() vertex2ID=vertex2ID?vertex2ID:Math.random() this.id=vertex1ID+"->"+vertex2ID; this.vertex1=vertex1ID; this.vertex2=vertex2ID; } function Point(x, y, z) { this.x = x; this.y = y; this.z = z; } Point.prototype.plus=function(p){ this.x +=p.x this.y +=p.y this.z +=p.z } function ForceLayout(o){ this.repulsion = o.repulsion?o.repulsion:200; this.attraction = o.attraction?o.attraction:0.06; this.damping = o.damping?o.damping:0.9; this.graph = o.graph?o.graph:new Graph(); this.total_kinetic_energy =0; this.animationID=-1; } ForceLayout.prototype.draw=function(){ //vertex velocities initialized to (0,0,0) when a vertex is created //vertex positions initialized to random position when created cc=0; do{ this.total_kinetic_energy =0; //for each vertex for(var i in this.graph.vertices){ var thisNode=this.graph.vertices[i]; // running sum of total force on this particular node var netForce=new Point(0,0,0) //for each other node for(var j in this.graph.vertices){ if(thisNode!=this.graph.vertices[j]){ //net-force := net-force + Coulomb_repulsion( this_node, other_node ) netForce.plus(this.CoulombRepulsion( thisNode,this.graph.vertices[j])) } } //for each spring connected to this node for(var k in this.graph.edges[thisNode.id]){ //(this node, node its connected to) //pass id of this node and the node its connected to so hookesattraction //can update the force on both vertices and return that force to be //added to the net force this.HookesAttraction(thisNode.id, this.graph.edges[thisNode.id][k].vertex2 ) } // without damping, it moves forever // this_node.velocity := (this_node.velocity + timestep * net-force) * damping thisNode.velocity.x=(thisNode.velocity.x+thisNode.force.x)*this.damping; thisNode.velocity.y=(thisNode.velocity.y+thisNode.force.y)*this.damping; thisNode.velocity.z=(thisNode.velocity.z+thisNode.force.z)*this.damping; //this_node.position := this_node.position + timestep * this_node.velocity thisNode.x=thisNode.velocity.x; thisNode.y=thisNode.velocity.y; thisNode.z=thisNode.velocity.z; //normalize x,y,z??? //total_kinetic_energy := total_kinetic_energy + this_node.mass * (this_node.velocity)^2 this.total_kinetic_energy +=thisNode.mass*((thisNode.velocity.x+thisNode.velocity.y+thisNode.velocity.z)* (thisNode.velocity.x+thisNode.velocity.y+thisNode.velocity.z)) } cc+=1; }while(this.total_kinetic_energy >0.5) console.log(cc,this.total_kinetic_energy,this.graph) this.cancelAnimation(); } ForceLayout.prototype.HookesAttraction=function(v1ID,v2ID){ var a=this.graph.vertices[v1ID] var b=this.graph.vertices[v2ID] var force=new Point(this.attraction*(b.x - a.x),this.attraction*(b.y - a.y),this.attraction*(b.z - a.z)) // hook's attraction a.force.x += force.x; a.force.y += force.y; a.force.z += force.z; b.force.x += this.attraction*(a.x - b.x); b.force.y += this.attraction*(a.y - b.y); b.force.z += this.attraction*(a.z - b.z); return force; } ForceLayout.prototype.CoulombRepulsion=function(vertex1,vertex2){ //http://en.wikipedia.org/wiki/Coulomb's_law // distance squared = ((x1-x2)*(x1-x2)) + ((y1-y2)*(y1-y2)) + ((z1-z2)*(z1-z2)) var distanceSquared = ( (vertex1.x-vertex2.x)*(vertex1.x-vertex2.x)+ (vertex1.y-vertex2.y)*(vertex1.y-vertex2.y)+ (vertex1.z-vertex2.z)*(vertex1.z-vertex2.z) ); if(distanceSquared==0) distanceSquared = 0.001; var coul = this.repulsion / distanceSquared; return new Point(coul * (vertex1.x-vertex2.x),coul * (vertex1.y-vertex2.y), coul * (vertex1.z-vertex2.z)); } ForceLayout.prototype.animate=function(){ if(this.animating) this.animationID=requestAnimationFrame(this.animate.bind(this)); this.draw(); } ForceLayout.prototype.cancelAnimation=function(){ cancelAnimationFrame(this.animationID); this.animating=false; } ForceLayout.prototype.redraw=function(){ this.animating=true; this.animate(); } $(document).ready(function(){ var g= new Graph(); for(var i=0;i<=100;i++){ var v1=new Vertex(Math.random(), {}) var v2=new Vertex(Math.random(), {}) var e1= new Edge(v1.id,v2.id); g.addEdge(e1); } console.log(g); var l=new ForceLayout({ graph:g }); l.redraw(); });

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