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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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  • 11.10 liveCD black screen

    - by Shaun Killingbeck
    Attempting to install/try ubuntu 11.10 on my new laptop, using a liveCD (and tried USB). I get the purple screen (with the man/keyboard at the bottom) and after that the screen flashes bright white before going black. Ubuntu continues to load in the background, with login sound etc but the screen is off. I have tried as many different solutions as I could find including: using nomodestep, xforcevesa, i915.modeset=0 in boot options (seperately): varying consequences, but either I end up at a blinking cursor with no prompt, a command line (startx fails: no screen found), or the original blank screen again Tried booting from VirtualBox - it crashes at the same place the screen would go blank when using a CD/USB tried 11.04: I don't have this problem BUT when trying to install, I get a ubi-partman error 141 (possibly down to the three partitions that came on my laptop... not sure why HP needed there own separate partition for HP Tools...) Model: HP Pavillion DV6 6B08SA Processor: AMD Quad-Core A6-3410MX APU with Radeon HD 6545G2 Dual Graphics (1.6 GHZ 4 MB L2 cache ) Chipset: AMD RS880M Any help would be greatly appreciated. I just want to be able to partition the drive and install Ubuntu. I'm assuming the issue is graphics card related, although I have no confirmation of that. I have caught a glimpse of some output to do with pulseaudio and [fail], but I can't imagine why that would cause a screen problem and the sound definitely works anyway.

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • What can be the cause of new bugs appearing somewhere else when a known bug is solved?

    - by MainMa
    During a discussion, one of my colleagues told that he has some difficulties with his current project while trying to solve bugs. "When I solve one bug, something else stops working elsewhere", he said. I started to think about how this could happen, but can't figure it out. I have sometimes similar problems when I am too tired/sleepy to do the work correctly and to have an overall view of the part of the code I was working on. Here, the problem seems to be for a few days or weeks, and is not related to the focus of my colleague. I can also imagine this problem arising on a very large project, very badly managed, where teammates don't have any idea of who does what, and what effect on other's work can have a change they are doing. This is not the case here neither: it's a rather small project with only one developer. It can also be an issue with old, badly maintained and never documented codebase, where the only developers who can really imagine the consequences of a change had left the company years ago. Here, the project just started, and the developer doesn't use anyone's codebase. So what can be the cause of such issue on a fresh, small-size codebase written by a single developer who stays focused on his work? What may help? Unit tests (there are none)? Proper architecture (I'm pretty sure that the codebase has no architecture at all and was written with no preliminary thinking), requiring the whole refactoring? Pair programming? Something else?

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  • Basic 3D Collision detection in XNA 4.0

    - by NDraskovic
    I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2) { for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++) { BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere; sphere1 = sphere1.Transform(world1); for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++) { BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere; sphere2 = sphere2.Transform(world2); if (sphere1.Intersects(sphere2)) return true; } } return false; } The problem I'm getting is that when I call this method from the Update method, the program behaves as if this method always returns true value (which of course is not correct). The code for calling is very simple (although this is only the test code): if (IsCollision(model1, worldModel1, model2, worldModel2)) { Window.Title = "Intersects"; } What is causing this?

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  • The Start of a Blog

    - by dbradley
    So, here's my new blog up and running, who am I and what am I planning to write here?First off - here's a little about me:I'm a recent graduate from university (coming up to a year ago since I finished) studying Software Engineering on a four year course where the third year was an industrial placement. During the industrial placement I went to work for a company called Adfero in a "Technical Consultant" role as well as a junior "Information Systems Developer". Once I completed my placement I went back to complete my final year but also continued in my developer role 2/3 days a week with the company.Working part time while at uni always seems like a great idea until you get half way through the year. For me the problem was not so much having a lack of time, but rather a lack of interest in the course content having got a chance at working on real projects in a live environment. Most people who have been graduated a little while also find this - when looking back at uni work, it seem to be much more trivial from a problem solving point of view which I found to be true and I found key to uni work to actually be your ability to prove though how you talk about something that you comprehensively understand the basics.After completing uni I then returned full time to Adfero purely in the developer role which is where I've now been for almost a year and have now also taken on the title of "Information Systems Architect" where I'm working on some of the more high level design problems within the products.What I'm wanting to share on this blog is some of the interesting things I've learnt myself over the last year, the things they don't teach you in uni and pretty much anything else I find interesting! My personal favorite areas are text indexing, search and particularly good software engineering design - good design combined with good code makes the first step towards a well-written, maintainable piece of software.Hopefully I'll also be able to share a few of the products I've worked on, the mistake I've made and the software problems I've inherited from previous developers and had to heavily re-factor.

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  • Internet Timeouts with TP-Link TL-WN821N v2 wireless usb stick

    - by user1622959
    A short time after accessing the internet, the browser/download times out. Before the timeout, the internet works OK briefly; afterwards, the wireless is still connected with a strong signal, but every internet access results in a timeout. When I leave the PC for a while, the internet is back just to timeout again as soon as I start using it. The same happens when I reconnect to the router. Also, when I surf the internet, it takes a couple of minutes until the timeout, but when I download something, it times out in a matter of seconds. The wireless adapter works just fine in Windows and internet via ethernet cable works just fine in Ubuntu. Does anyone have the same problem or knows a solution. I use Ubuntu 12.10 x64. The problem occurs since I installed ubuntu (which was a few days ago). Here some stuff that might be usefull: serus@serus-Ubuntu-PC:~$ lsusb Bus 002 Device 002: ID 0cf3:1002 Atheros Communications, Inc. TP-Link TL-WN821N v2 802.11n [Atheros AR9170] serus@serus-Ubuntu-PC:~$ lsmod Module Size Used by carl9170 82083 0 serus@serus-Ubuntu-PC:~$ modinfo carl9170 filename: /lib/modules/3.5.0-21- generic/kernel/drivers/net/wireless/ath/carl9170/carl9170.ko alias: arusb_lnx alias: ar9170usb firmware: carl9170-1.fw description: Atheros AR9170 802.11n USB wireless serus@serus-Ubuntu-PC:~$ iwconfig wlan0 IEEE 802.11bgn ESSID:"virginmedia0137463" Mode:Managed Frequency:2.462 GHz Access Point: A0:21:B7:F8:29:B6 Bit Rate=240 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=66/70 Signal level=-44 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:1399 Invalid misc:18 Missed beacon:0 serus@serus-Ubuntu-PC:~$ sudo lshw -C network *-network description: Wireless interface physical id: 1 bus info: usb@2:2 logical name: wlan0 serial: 00:27:19:bb:00:19 capabilities: ethernet physical wireless configuration: broadcast=yes driver=carl9170 driverversion=3.5.0-21-generic firmware=1.9.4 ip=192.168.0.6 link=yes multicast=yes wireless=IEEE 802.11bgn

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  • Why does my player stop when stepping onto a new tile?

    - by user220631
    Me and my friend are creating a game from scratch. He is in charge of art design and I am in charge of coding. I have done well so far with the code, but I have a collision detection problem when the character moves right: Once the player moves right, whenever a new block is encountered, the player stops. I don't know if this is a problem with collision or the player but I can't work around it. Here is the collision code: this.IsColliding = function(obj) { if(this.X > obj.X + obj.Width) return false; else if(this.X + this.Width < obj.X) return false; else if(this.Y > obj.Y + obj.Height) return false; else if(this.Y + this.Height < obj.Y) return false; else return true; } I also wanted to see if there as a way to make the player collide with the bottom of the block and the right side of the block instead of running through it.

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  • Tumblr custom domain not redirecting properly

    - by Manic
    I decided to host my blog at Tumblr, using their custom domain setup (http://blog.smokingfishgames.com/ instead of http://smokingfishgames.tumblr.com). However, it's been 72 hours and I'm still getting spotty redirection. It works some of the time--I go and see the page and blog, and it's all fine. However, it occasionally just stops working and redirects back to my web host, which is a directory with nothing but a single file called BUGGER.html (which I stuck in to make sure that it was my web host and not some Tumblr empty directory). Clearing the Chrome DNS cache makes the problem go away--for a while. After a few minutes, or an hour, or however long, I'll start seeing BUGGER.html again. I clear the cache, and poof, the blog shows up. The thing that's curious to me is that when I clear the cache and get BUGGER.html again (which happens occasionally), I can look at my Chrome DNS cache and see assets.tumblr.com UNSPECIFIED blog.smokingfishgames.com UNSPECIFIED www.tumblr.com UNSPECIFIED IP addresses and expiration times omitted for brevity's sake--if they're important I'm sure I can replicate the issue. This implies, to me anyway, that my browser is reaching Tumblr but getting bounced back to my web host. Any reason why this would be happening, or is this a normal symptom of DNS propagation? If it is a problem, should I be bothering Tumblr or my host with it, or is this something I can fix myself?

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  • Electricsheep Not Working in Raring 13.04

    - by Nhoeh37
    I just downloaded Electricsheep four days before I updated my Ubuntu software and I fell in love with it. After I upgraded to 13.04, I'm kind of upset in saying that Electricsheep no longer works. I have no idea how to fix it and I feel helpless with Linux. As I said, it was working completely fine in 12.10, but now with the Raring Ringtail update: I use Xscreensaver to launch Electricsheep. When I open Xscreensaver, "Electricsheep" is one of the options to choose. When I "preview" ES or even launch the "xscreensaver-demo" in the terminal, it doesn't work anymore; I get an error message. The error message says: "detected another electric sheep process. rendering of sheep is disabled using read only access." Damnit, can someone please help me? I want my trippy screensaver back, it shouldn't be this hard! EDIT: I contacted the creator of Electricsheep (Scott Draves) via the link to his email address on his personal website and asked for his assistance. Hopefully the Askubuntu community will be able to fix this problem, I'm sure I am not the only one who is having this problem as I have searched and searched.

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  • webhost4life, please give me, my data back. My website will not work without the database.

    - by Shervin Shakibi
    I have about 4 or 5 accounts with WebHost4life.com, these are all my customers that based on my recommendation have been hosting with webhost4life.com. A few days ago for some reason they decided to migrate one of these accounts to a new server. They moved everything created a new database on the new server but the new database is empty. after spending hours with Tech support they acknowledged the problem and assured me it will take up to an hour or two and my database will be populated with the data. this was about 7 hours ago. Oh by the way I pay extra for the backup plan and yes you guessed it, none of my backups are there. Needless to say I’m very scared and disappointed. No one is responding to my emails  or phone calls. After searching the web, I found out, this has happened before, in some cases it took them days to fix the problem and many never got it resolved and switched hosting companies, I would love to do that but I need my 2 GB database before I start shopping around for a new hosting company. Stay away from Webhost4life.

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  • Cannot Enter Repro Admin Web Interface at Port 5080

    - by aqua
    I have followed the instructions on this website www.rtcquickstart.org to set up my firewall, DNS settings, TLS, and have installed the TURN server and repro proxy as instructed, and have restarted repro. However, I am not able to access the web interface of repro on port 5080, either at localhost:5080 / 127.0.0.1:5080 or at the server's IP address: IPADDRESS:5080 (I have set the server's IP for binding in repro.config). I get the browser error message: 'Unable to connect to server' whenever trying to connect to the web interface via port 5080. I initially had Apache2 installed, which loaded pages correctly at port 80 / address root, and when checked it 'listened' at port 5080 after it was configured in /etc/apache2/ports.conf, however the repro web interface still did not work at port 5080. I have tried uninstalling Apache2 in case that was conflicting with repro's web server, but the problem persists, and testing port 5080 now shows that nothing is 'listening' on port 5080. I have tried reinstalling / purging repro but it has not helped. My router is correctly set to allow all ports; port 5080 is open and forwarding correctly. I can connect to the internet and ping all websites through the server and everything else is working correctly. I would be gateful if anyone could offer advice on how to solve this problem.

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  • Vector vs Scalar velocity?

    - by Serguei Fedorov
    I am revamping an engine I have been working on and off on for the last few weeks to use a directional vector to dictate direction; this way I can dictate the displacement based on a direction. However, the issue I am trying to overcome is the following problem; the speed towards X and speed towards Y are unrelated to one another. If gravity pulls the object down by an increasing velocity my velocity towards the X should not change. This is very easy to implement if my speed is broken into a Vector datatype, Vector.X dictates one direction Vector.Y dictates the other (assuming we are not concerned about the Z axis). However, this defeats the purpose of the directional vector because: SpeedX = 10 SpeedY = 15 [1, 1] normalized = ~[0.7, 0.7] [0.7, 0.7] * [10, 15] = [7, 10.5] As you can see my direction is now "scaled" to my speed which is no longer the direction that I want to be moving in. I am very new to vector math and this is a learning project for me. I looked around a little bit on the internet but I still want to figure out things on my own (not just look at an example and copy off it). Is there way around this? Using a directional vector is extremely useful but I am a little bit stumped at this problem. I am sorry if my mathematical understanding maybe completely wrong.

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  • Why the clip space in OpenGL has 4 dimensions?

    - by user827992
    I will use this as a generic reference, but the more i browser online docs and books, the less i understand about this. const float vertexPositions[] = { 0.75f, 0.75f, 0.0f, 1.0f, 0.75f, -0.75f, 0.0f, 1.0f, -0.75f, -0.75f, 0.0f, 1.0f, }; in this online book there is an example about how to draw the first and classic hello world for OpenGL about making a triangle. The vertex structure for the triangle is declared as stated in the code above. The book, as all the other sources about this, stress the point that the Clip Space is a 4D structure that is used to basically decide what will be rasterized and rendered to the screen. Here I have my questions: i can't imagine something in 4D, i don't think that a human can do that, what is a 4D for this Clip space ? the most human-readable doc that i have read speaks about a camera, which is just an abstraction over the clipping concept, and i get that, the problem is, why not using the concept of a camera in the first place which is a more familiar 3D structure? The only problem with the concept of a camera is that you need to define the prospective in other way and so you basically have to add another statement about what kind of camera you wish to have. How i'm supposed to read this 0.75f, 0.75f, 0.0f, 1.0f ? All i get is that they are all float values and i get the meaning of the first 3 values, what does it mean the last one?

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  • apt-get update stuck on "Waiting for Headers"

    - by crasic
    I'm setting up a Maverick server on a spare PC. The install completes fine and the system boots up into the shell. However, when I try to do a apt-get update , apt hangs on almost every entry with the message 99% [Waiting for headers] sometimes a message of 96 b/s appears on the far right. The actual percent that it claims also varies. Searching around online gave a potential solution by using the option Acquire::http::Pipeline-Depth="0" this somewhat alleviates the problem, i.e. it stalls on every other entry with the same message as above. If you wait it out (the whole update took about 4 hours), the update still fails as a good portion of the hits show a "unable to connect" or similar message, despite the fact that I can ping the server from the pc just fine. The problem is also unrelated to the mirror used since I've tried about a dozen mirrors with no success, I've even tried commenting out everything but the main entry in sources.list and it still refuses to update. The network connection is fine since I can ping and wget (apt won't let me install lynx until I run a successful update) just fine. I've also reinstalled the distro with no luck. The only thing weird about the setup is that the PC is connecting to the internet through my windows laptop with ICS configured properly, but as I've said before, the network connection is fine.

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  • Hibernation to a swap file 12.04, fragfile output

    - by MrHug10
    I've been trying for some time now, to get hibernation working in Ubuntu 12.04 on my Dell XPS17. I dualboot Windows 7 and Ubuntu, each having their own partition and one shared partition for all my data and documents. As I would like to be able to swtich from ubuntu to windows without losing all the things I was currently doing in Ubuntu, I would like to be able to use hibernation. In order to achieve this I've followed the information at http://ubuntuforums.org/showthread.php?t=1042946. Only instead of creating my swap file on my linux partition (which is formatted: ext4), I've chosen to create one on my shared partition (which is formatted: ntfs). There is a problem with this though (at least, that's what I think the problem is), because when I call: sudo filefrag -v /media/data/Ubuntu_Swap_Space/6GiB.swap, I get the following output: Filesystem type is: 65735546 File size of /media/Data/Ubuntu_Swap_Space/6GiB.swap is 6442450944 (1572864 blocks, blocksize 4096) Discontinuity: Block 22 is at 25829097 (was 232498) /media/Data/Ubuntu_Swap_Space/6GiB.swap: 2 extents found So I'm not sure what I need to fill in as an offset to follow the rest of the earlier mentioned information. I've tried both the location of block 22 and the number that is listed after that, but when I then try sudo pm-hibernate nothing happens and this shows up in my /var/log/pm-suspend.log s2disk: Could not use the resume device (try swapon -a). Reason: No such device Hope someone can help me out with this! If you need more information about anything, please let me know!

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  • Send less Server Data with "AFK"

    - by Oliver Schöning
    I am working on a 2D (Realtime) MultiPlayer Game. With Construct2 and a Socket.IO JavaScript Server. Right now the code does not include the Array for each Player. var io = require("socket.io").listen(80); var x = 10; io.sockets.on("connection", function (socket) { socket.on("message", function(data) { x = x+1; }); }); setInterval(function() { io.sockets.emit("message", 'Pos,' + x); },100); I noticed a very annoying problem with my server today. It sends my X Coordinates every 100 milliseconds. The Problem was, that when I went into another Browser Tab, the Browser stopped the Game from running. And when I went back, I think the Game had to run through all the packages. Because my Offline Debugging Button still worked immediately and the Online Button only responded after some seconds. So then I changed my Code so that it would only send out an update when it received a player Input: var io = require("socket.io").listen(80); var x = 10; io.sockets.on("connection", function (socket) { socket.on("message", function(data) { x = x+1; io.sockets.emit("message", 'Pos,' + x); }); }); And it Updated Immediately, even when I had been inactive on the Browser Tab for a long time. Confirming my suspicion that it had to get through all the data. Confirm Please! It would be insane to only send information on Client Input in a Real Time Game. But how would I write a AFK function? I would think it is easier to run a AFK Boolean Loop on the Server. Here is what I need help for: playerArray[Me] if ( "Not Given any Input for X amount of Seconds" ) { "Don't send Data" } else { "Send Data" }

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Why is Ubuntu One slow to sync in 11.10, either backup or any sub-folder contents?

    - by pst007x
    I have been trying to sync my documents folder of 1.4GB, it still hasn't worked and it has been syncing for a month. The top level syncs, files and folders in the Document folders, but contents of sub-folders just hang. (Gave up and stopped syncing this folder) However,I have tried using the backup facility in 11.10, to backup to Ubuntu One.... I upgraded my HDD space in Ubuntu One. It has been going now for 24hours-ish and only backed up what looks like a couple of percent. (By the way what an excellent idea to backup to Ubuntu One, if only we could get it to actually work! :-o) The odd thing is I can sync to drop box within hours, rather than months. This is bad, and has been an issue since Ubuntu One's release. I have reported this problem and there were promises in later releases this would be fixed, but it hasn't. Canonical cannot help either... I posted on several blogs, a lot of people have the same problem but no fixes. So do I use dropbox or another service, until it is sorted, as Ubuntu does not seem to see this as an issue, I think a fix will be a long time in coming. (However,I love the potential of Ubuntu One and the integration with the OS) Yes my internet speeds are fine, etc... :-) No firewall (sudo ufw status: STATUS: INACTIVE), No Proxy, etc NB: I have raised this as a separate question to others posted here, because my question relates to Ubuntu 11.10, though I have commented elsewhere for help. Plus my question also relates to deja-dup backup to Ubuntu One. Thanks

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  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

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  • Laptop runs HOT after 12.10 upgrade!

    - by dinkelk
    I was running 12.04 for 6 months, my laptop ran almost silently and cool enough to hold on my lap. I updated to 12.10 and now my computer gets too hot to hold on my lap and the fan is constantly running on full blast. This is the output of sensors: acpitz-virtual-0 Adapter: Virtual device temp1: +84.0°C (crit = +99.0°C) coretemp-isa-0000 Adapter: ISA adapter Physical id 0: +84.0°C (high = +86.0°C, crit = +100.0°C) Core 0: +74.0°C (high = +86.0°C, crit = +100.0°C) Core 1: +72.0°C (high = +86.0°C, crit = +100.0°C) Core 2: +75.0°C (high = +86.0°C, crit = +100.0°C) Core 3: +84.0°C (high = +86.0°C, crit = +100.0°C) radeon-pci-0100 Adapter: PCI adapter temp1: +76.0°C I have an HP Pavilion dv6, i7, amd radeon graphics. Please let me know if you need additional information. What could be different between the two Ubuntu additions that caused such a drastic change? Edit 1: Per @Paul's suggestion, I ran htop to try to narrow down the problem. Here is the result! This is about 10 minutes after boot-up, htop, yakuake, and a chrome page with 1 tab opened to this question are all that I have manually opened. The most taxing program to the CPU is htop itself. I think that the problem must lie elsewhere; my temps are already up to ~65C for the CPU and ~69C for the GPU, with nearly 0% CPU usage.

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • Multiple Businesses at The Same Physical Address - SEO / Google Places

    - by Howdy_McGee
    I was wondering what kind if there would be any negative effects to have multiple businesses having the exact same physical address on their website. Currently we have five businesses at the exact same address and it shows on their website, so when people google one of the five businesses address their going to get multiple results from multiple website most of which will not be what their looking for. What is a way around this / what can I do about this? Would adding "Suite Numbers" be a solution? A thought occurred that it might be a good idea to create a landing page for users that are looking up a business by it's address via google. The page will bring up multiple businesses since we have a few at the same address but if we have a landing page at the top which then leads to multiple businesses that might solve the multiple address seo problem. Going to keep researching it though. I also know for Google Places (possible bing local and yahoo local) this could also become a problem. I've submitted an inquiry with them but I wanted to know if anybody had a ready-made solution around this so that Google doesn't bunch all these companies together into one. Thanks!

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  • Limiting calls to WCF services from BizTalk

    - by IntegrationOverload
    ** WORK IN PROGRESS ** This is just a placeholder for the full article that is in progress. The problem My BTS solution was receiving thousands of messages at once. After processing by BTS I needed to send them on via one of several WCF services depending on the message content. The problem is that due to the asynchronous nature of BizTalk the WCF services were getting hammered and could not cope with the load. Note: It is possible to limit the SOAP calls in the BtsNtSvc.exe.Config file but that does not have the desired results for Net-TCP WCF services. The solution So I created a new MessageType for the messages in question and posted them to the BTS messaeg box. This schema included the URL they were being sent to as a promoted property. I then subscribed to the message type from a new orchestraton (that does just the WCF send) using the URL as a correlation ID. This created a singleton orchestraton that was instantiated when the first message hit the message box. It then waits for further messages with the same correlation ID and type and processs them one at a time using a loop shape with a timer (A pretty standard pattern for processing related messages) Image to go here This limits the number of calls to the individual WCF services to 1. Which is a good start but the service can handle more than that and I didn't want to create a bottleneck. So I then constructed the Correlation ID using the URL concatinated with a random number between 1 and 10. This makes 10 possible correlation IDs per URL and so 10 instances of the singleton Orchestration per WCF service. Just what I needed and the upper random number is a configuration value in SSO so I can change the maximum connections without touching the code.

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