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  • Changing balls direction in Pong

    - by hustlerinc
    I'm making a Pong game to get started with game-developement but I've run into a problem that i can't figure out. When trying to change the balls direction it doesn't change. This is the relevant code: function moveBall(){ this.speed = 2.5; this.direction = 2; if(this.direction == 1){ ball.X +=this.speed; } else if(this.direction == 2){ ball.X -=this.speed; } } function collision(){ if(ball.X == 500){ moveBall.direction = 2; } if(ball.X == 300){ moveBall.direction = 1; } } Why doesn't it work? I've tried many different ways, and none of them seem to work. The moveBall.direction changes though, since it alerts the new direction once it reaches the defined ball.X position. If someone could help me I would deeply appreciate it. I've included a JSFiddle link. http://jsfiddle.net/hustlerinc/y4wp3/

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  • Why does my program stutter so much?

    - by user36322
    I've been very frustrated trying to solve this. I've looked it up, and all the answers are the same: set IsFixedTimeStep = false. This doesn't help me at all, the program is still jittery and stutters. I have absolutely no idea what is going on, can you guys help? Code for movement (objects is a list): speed = Math.Min(speed + (speedIncrement * gameTime.ElapsedGameTime.Milliseconds / 200), maxSpeed); for (int i = objects.Count - 1; i >= 0; i--) { objects[i].rect.Y += (int)(speed * gameTime.ElapsedGameTime.Milliseconds); //Check if the object is past the screen. If it is, remove it if (objects[i].rect.Y > screenHeight) { objects.Remove(objects[i]); } }

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • writing an autopilot for a 2d game with newtonian physics

    - by Jargo
    The subject says it all. I am making a 2d space game with newtonian physics and I need pointers on how to write an autopilot for it. The requirements are best explained by an example. There is a target object which has speed- and position-vectors and there a spaceship that is controlled by the autopilot. This spaceship also have speed, position and maximum acceleration. The autopilot needs to control the ship that it either collides with the target, Or intercepts the target so that the ship has matching speed and position with the target. Could someone give me some pointers how to achieve this behavior or perhaps even an ready implementation? I am sure someone has written something like this before and there is no point in reinventing the wheel.

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  • Make call with alternate provider if NOANSWER

    - by adaptive
    I have two voip providers, one free an the other paid. The free provider only allows local calls to certain area codes, so I need to fall back to the the paid provider if a call fails. At the moment, I have the following context in my extensions.conf file: [globals] ; freephoneline.ca PRIMARY_PROVIDER=fpl ; voip.ms SECONDARY_PROVIDER=voipms [local] exten => _NXXNXXXXXX,1,Set(CALLERID(name)=${OUTGOING_NAME}) exten => _NXXNXXXXXX,n,Dial(SIP/${EXTEN}@${PRIMARY_PROVIDER}) exten => _NXXNXXXXXX,n,Set(CALLERID(num)=${OUTGOING_NUMBER}) exten => _NXXNXXXXXX,n,Dial(SIP/1${EXTEN}@${SECONDARY_PROVIDER}) exten => _NXXNXXXXXX,n,Hangup() I checked the logs and noticed that the free provider responds with NOANSWER if a call is not allowed (Even though it plays a message). What I want is to: Try calling the ${PRIMARY_PROVIDER} first. If NOANSWER is returned by provider (not that the callee did not answer), then call with ${SECONDARY_PROVIDER} How can I modify my dial plan to get the desired results? EDIT : The primary provider is freephoneline.ca, and I'm using asterisk v1.8.2.3-2

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  • Showing range on hexagonal grid

    - by user23673
    Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution was to check each hex in range of 4,with A* pathfinding,and if path cost was less than 4 then this hex was in range.Finally game nicely show me range of that unit. My question is: Is there other solution to search for range on hex grids or square grid,because even if i am really proud of what i did in my solution,i think,it is a little to exaggerated?:)) What make me ask this question?I noticed that when unit speed is 4 or 6 or even 8,time to computing range for my computer was really good,but when speed was 10 and more i noticed that i needed to wait few second to compute.Well in real games i rather dont see something like this and my A* pathfinding is rather well optimized,so im thinking that my solution is wrong. Thanks for any replies.

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  • Jquery Knob animate and change color

    - by user1468116
    I'd like to create a knob that switch color at some point. For example, at 35 is red, at 70 is yellow and 100 is green. I also would like to make it animate. this is my fiddle: http://jsfiddle.net/Tropicalista/jUELj/6/ My code is: enter code here $(document).ready(function() { $('.dial').val(13).trigger('change').delay(2000); $(".dial").knob({ 'min':0, 'max':100, 'readOnly': true, 'width': 120, 'height': 120, 'fgColor': '#b9e672', 'dynamicDraw': true, 'thickness': 0.2, 'tickColorizeValues': true, 'skin':'tron' }) });

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  • Linux e1000e (Intel networking driver) problems galore, where do I start?

    - by Evan Carroll
    I'm currently having a major problem with e1000e (not working at all) in Ubuntu Maverick (1.0.2-k4), after resume I'm getting a lot of stuff in dmesg: [ 9085.820197] e1000e 0000:02:00.0: PCI INT A disabled [ 9089.907756] e1000e: Intel(R) PRO/1000 Network Driver - 1.0.2-k4 [ 9089.907762] e1000e: Copyright (c) 1999 - 2009 Intel Corporation. [ 9089.907797] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9089.907827] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9089.907857] e1000e 0000:02:00.0: setting latency timer to 64 [ 9089.908529] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9089.908922] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9089.908954] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9090.024625] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9090.024630] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9090.024712] e1000e 0000:02:00.0: eth0: MAC: 2, PHY: 2, PBA No: 005302-003 [ 9090.109492] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9090.164219] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X and, a bunch of [ 2128.005447] e1000e 0000:02:00.0: eth0: Detected Hardware Unit Hang: [ 2128.005452] TDH <89> [ 2128.005454] TDT <27> [ 2128.005456] next_to_use <27> [ 2128.005458] next_to_clean <88> [ 2128.005460] buffer_info[next_to_clean]: [ 2128.005463] time_stamp <6e608> [ 2128.005465] next_to_watch <8a> [ 2128.005467] jiffies <6f929> [ 2128.005469] next_to_watch.status <0> [ 2128.005471] MAC Status <80080703> [ 2128.005473] PHY Status <796d> [ 2128.005475] PHY 1000BASE-T Status <4000> [ 2128.005477] PHY Extended Status <3000> [ 2128.005480] PCI Status <10> I decided to compile the latest stable e1000e to 1.2.17, now I'm getting: [ 9895.678050] e1000e: Intel(R) PRO/1000 Network Driver - 1.2.17-NAPI [ 9895.678055] e1000e: Copyright(c) 1999 - 2010 Intel Corporation. [ 9895.678098] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9895.678129] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9895.678162] e1000e 0000:02:00.0: setting latency timer to 64 [ 9895.679136] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.679160] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9895.679192] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9895.791758] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9895.791766] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9895.791850] e1000e 0000:02:00.0: eth0: MAC: 3, PHY: 2, PBA No: 005302-003 [ 9895.892464] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.948175] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.949111] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 9895.954694] e1000e: eth0 NIC Link is Up 10 Mbps Full Duplex, Flow Control: RX/TX [ 9895.954703] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO [ 9895.955157] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready [ 9906.832056] eth0: no IPv6 routers present With 1.2.20 I get: [ 9711.525465] e1000e: Intel(R) PRO/1000 Network Driver - 1.2.20-NAPI [ 9711.525472] e1000e: Copyright(c) 1999 - 2010 Intel Corporation. [ 9711.525521] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9711.525554] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9711.525586] e1000e 0000:02:00.0: setting latency timer to 64 [ 9711.526460] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9711.526487] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9711.526523] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9711.639763] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9711.639771] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9711.639854] e1000e 0000:02:00.0: eth0: MAC: 3, PHY: 2, PBA No: 005302-003 [ 9712.060770] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9712.116195] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9712.117098] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 9712.122684] e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: RX/TX [ 9712.122693] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO [ 9712.123142] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready [ 9722.920014] eth0: no IPv6 routers present But, I'm still getting these [ 9982.992851] PCI Status <10> [ 9984.993602] e1000e 0000:02:00.0: eth0: Detected Hardware Unit Hang: [ 9984.993606] TDH <5d> [ 9984.993608] TDT <6b> [ 9984.993611] next_to_use <6b> [ 9984.993613] next_to_clean <5b> [ 9984.993615] buffer_info[next_to_clean]: [ 9984.993617] time_stamp <24da80> [ 9984.993619] next_to_watch <5d> [ 9984.993621] jiffies <24f200> [ 9984.993624] next_to_watch.status <0> [ 9984.993626] MAC Status <80080703> [ 9984.993628] PHY Status <796d> [ 9984.993630] PHY 1000BASE-T Status <4000> [ 9984.993632] PHY Extended Status <3000> [ 9984.993635] PCI Status <10> [ 9986.001047] e1000e 0000:02:00.0: eth0: Reset adapter [ 9986.176202] e1000e: eth0 NIC Link is Up 10 Mbps Full Duplex, Flow Control: RX/TX [ 9986.176211] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO I'm not sure where to start troubleshooting this. Any ideas? Here is the result of ethtool -d eth0 MAC Registers ------------- 0x00000: CTRL (Device control register) 0x18100248 Endian mode (buffers): little Link reset: reset Set link up: 1 Invert Loss-Of-Signal: no Receive flow control: enabled Transmit flow control: enabled VLAN mode: disabled Auto speed detect: disabled Speed select: 1000Mb/s Force speed: no Force duplex: no 0x00008: STATUS (Device status register) 0x80080703 Duplex: full Link up: link config TBI mode: disabled Link speed: 10Mb/s Bus type: PCI Express Port number: 0 0x00100: RCTL (Receive control register) 0x04048002 Receiver: enabled Store bad packets: disabled Unicast promiscuous: disabled Multicast promiscuous: disabled Long packet: disabled Descriptor minimum threshold size: 1/2 Broadcast accept mode: accept VLAN filter: enabled Canonical form indicator: disabled Discard pause frames: filtered Pass MAC control frames: don't pass Receive buffer size: 2048 0x02808: RDLEN (Receive desc length) 0x00001000 0x02810: RDH (Receive desc head) 0x00000001 0x02818: RDT (Receive desc tail) 0x000000F0 0x02820: RDTR (Receive delay timer) 0x00000000 0x00400: TCTL (Transmit ctrl register) 0x3103F0FA Transmitter: enabled Pad short packets: enabled Software XOFF Transmission: disabled Re-transmit on late collision: enabled 0x03808: TDLEN (Transmit desc length) 0x00001000 0x03810: TDH (Transmit desc head) 0x00000000 0x03818: TDT (Transmit desc tail) 0x00000000 0x03820: TIDV (Transmit delay timer) 0x00000008 PHY type: IGP2 and ethtool -c eth0 Coalesce parameters for eth0: Adaptive RX: off TX: off stats-block-usecs: 0 sample-interval: 0 pkt-rate-low: 0 pkt-rate-high: 0 rx-usecs: 3 rx-frames: 0 rx-usecs-irq: 0 rx-frames-irq: 0 tx-usecs: 0 tx-frames: 0 tx-usecs-irq: 0 tx-frames-irq: 0 rx-usecs-low: 0 rx-frame-low: 0 tx-usecs-low: 0 tx-frame-low: 0 rx-usecs-high: 0 rx-frame-high: 0 tx-usecs-high: 0 tx-frame-high: 0 Here is also the lspci -vvv for this controller 02:00.0 Ethernet controller: Intel Corporation 82573L Gigabit Ethernet Controller Subsystem: Lenovo ThinkPad X60s Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 45 Region 0: Memory at ee000000 (32-bit, non-prefetchable) [size=128K] Region 2: I/O ports at 2000 [size=32] Capabilities: [c8] Power Management version 2 Flags: PMEClk- DSI+ D1- D2- AuxCurrent=0mA PME(D0+,D1-,D2-,D3hot+,D3cold+) Status: D0 NoSoftRst- PME-Enable- DSel=0 DScale=1 PME- Capabilities: [d0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Address: 00000000fee0300c Data: 415a Capabilities: [e0] Express (v1) Endpoint, MSI 00 DevCap: MaxPayload 256 bytes, PhantFunc 0, Latency L0s <512ns, L1 <64us ExtTag- AttnBtn- AttnInd- PwrInd- RBE- FLReset- DevCtl: Report errors: Correctable+ Non-Fatal+ Fatal+ Unsupported+ RlxdOrd+ ExtTag- PhantFunc- AuxPwr- NoSnoop+ MaxPayload 128 bytes, MaxReadReq 512 bytes DevSta: CorrErr- UncorrErr- FatalErr- UnsuppReq- AuxPwr+ TransPend- LnkCap: Port #0, Speed 2.5GT/s, Width x1, ASPM L0s L1, Latency L0 <128ns, L1 <64us ClockPM+ Surprise- LLActRep- BwNot- LnkCtl: ASPM Disabled; RCB 64 bytes Disabled- Retrain- CommClk+ ExtSynch- ClockPM+ AutWidDis- BWInt- AutBWInt- LnkSta: Speed 2.5GT/s, Width x1, TrErr- Train- SlotClk+ DLActive- BWMgmt- ABWMgmt- Capabilities: [100 v1] Advanced Error Reporting UESta: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq+ ACSViol- UEMsk: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol- UESvrt: DLP+ SDES- TLP- FCP+ CmpltTO- CmpltAbrt- UnxCmplt- RxOF+ MalfTLP+ ECRC- UnsupReq- ACSViol- CESta: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr- CEMsk: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr- AERCap: First Error Pointer: 14, GenCap- CGenEn- ChkCap- ChkEn- Capabilities: [140 v1] Device Serial Number 00-0a-e4-ff-ff-3e-ce-74 Kernel driver in use: e1000e Kernel modules: e1000e I filed a bug on this upstream, still no idea how to get more useful information. Here is a the result of the running that script EEPROM FIX UPDATE $ sudo bash fixeep-82573-dspd.sh eth0 eth0: is a "82573L Gigabit Ethernet Controller" This fixup is applicable to your hardware Your eeprom is up to date, no changes were made Do I still need to do anything? Also here is my EEPROM dump $ sudo ethtool -e eth0 Offset Values ------ ------ 0x0000 00 0a e4 3e ce 74 30 0b b2 ff 51 00 ff ff ff ff 0x0010 53 00 03 02 6b 02 7e 20 aa 17 9a 10 86 80 df 80 0x0020 00 00 00 20 54 7e 00 00 14 00 da 00 04 00 00 27 0x0030 c9 6c 50 31 3e 07 0b 04 8b 29 00 00 00 f0 02 0f 0x0040 08 10 00 00 04 0f ff 7f 01 4d ff ff ff ff ff ff 0x0050 14 00 1d 00 14 00 1d 00 af aa 1e 00 00 00 1d 00 0x0060 00 01 00 40 1f 12 07 40 ff ff ff ff ff ff ff ff 0x0070 ff ff ff ff ff ff ff ff ff ff ff ff ff ff 4a e0 I'd also like to note that I used eth0 every day for years and until recently never had an issue.

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  • How do I implement a quaternion based camera?

    - by kudor gyozo
    I looked at several tutorials about this and when I thought I understood I tried to implement a quaternion based camera. The problem is it doesn't work correctly, after rotating for approx. 10 degrees it jumps back to -10 degrees. I have no idea what's wrong. I'm using openTK and it already has a quaternion class. I'm a noob at opengl, I'm doing this just for fun, and don't really understand quaternions, so probably I'm doing something stupid here. Here is some code: (Actually almost all the code except the methods that load and draw a vbo (it is taken from an OpenTK sample that demonstrates vbo-s)) I load a cube into a vbo and initialize the quaternion for the camera protected override void OnLoad(EventArgs e) { base.OnLoad(e); cameraPos = new Vector3(0, 0, 7); cameraRot = Quaternion.FromAxisAngle(new Vector3(0,0,-1), 0); GL.ClearColor(System.Drawing.Color.MidnightBlue); GL.Enable(EnableCap.DepthTest); vbo = LoadVBO(CubeVertices, CubeElements); } I load a perspective projection here. This is loaded at the beginning and every time I resize the window. protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, Width, Height); float aspect_ratio = Width / (float)Height; Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perpective); } Here I get the last rotation value and create a new quaternion that represents only the last rotation and multiply it with the camera quaternion. After this I transform this into axis-angle so that opengl can use it. (This is how I understood it from several online quaternion tutorials) protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); double speed = 1; double rx = 0, ry = 0; if (Keyboard[Key.A]) { ry = -speed * e.Time; } if (Keyboard[Key.D]) { ry = +speed * e.Time; } if (Keyboard[Key.W]) { rx = +speed * e.Time; } if (Keyboard[Key.S]) { rx = -speed * e.Time; } Quaternion tmpQuat = Quaternion.FromAxisAngle(new Vector3(0,1,0), (float)ry); cameraRot = tmpQuat * cameraRot; cameraRot.Normalize(); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); Vector3 axis; float angle; cameraRot.ToAxisAngle(out axis, out angle); GL.Rotate(angle, axis); GL.Translate(-cameraPos); Draw(vbo); SwapBuffers(); } Here are 2 images to explain better: I rotate a while and from this: it jumps into this Any help is appreciated. Update1: I add these to a streamwriter that writes into a file: sw.WriteLine("camerarot: X:{0} Y:{1} Z:{2} W:{3} L:{4}", cameraRot.X, cameraRot.Y, cameraRot.Z, cameraRot.W, cameraRot.Length); sw.WriteLine("ry: {0}", ry); The log is available here: http://www.pasteall.org/26133/text. At line 770 the cube jumps from right to left, when camerarot.Y changes signs. I don't know if this is normal. Update2 Here is the complete project.

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  • SFML fail to load image as texture

    - by zyeek
    I have come to a problem with the code below ... Using SFML 2.0 #include <SFML/Graphics.hpp> #include <iostream> #include <list> int main() { float speed = 5.0f; // create the window sf::RenderWindow window(sf::VideoMode(sf::VideoMode::getDesktopMode().height - 300, 800), "Bricks"); // Set game window position on the screen window.setPosition( sf::Vector2i(sf::VideoMode::getDesktopMode().width/4 + sf::VideoMode::getDesktopMode().width/16 , 0) ); // Allow library to accept repeatitive key presses (i.e. holding key) window.setKeyRepeatEnabled(true); // Hide mouse cursor //window.setMouseCursorVisible(false); // Limit 30 frames per sec; the minimum for all games window.setFramerateLimit(30); sf::Texture texture; if (!texture.loadFromFile("tile.png", sf::IntRect(0, 0, 125, 32))) { std::cout<<"Could not load image\n"; return -1; } // Empty list of sprites std::list<sf::Sprite> spriteContainer; bool gameFocus = true; // run the program as long as the window is open while (window.isOpen()) { sf::Vector2i mousePos = sf::Mouse::getPosition(window); // check all the window's events that were triggered since the last iteration of the loop sf::Event event; while (window.pollEvent(event)) { float offsetX = 0.0f, offsetY = 0.0f; if(event.type == sf::Event::GainedFocus) gameFocus = !gameFocus; else if(event.type == sf::Event::LostFocus) gameFocus = !gameFocus; if(event.type == sf::Event::KeyPressed) { if (event.key.code == sf::Keyboard::Space) { if(gameFocus) { // Create sprite and add features before putting it into container sf::Sprite sprite(texture); sprite.scale(.9f,.7f); sf::Vector2u textSize = texture.getSize(); sprite.setPosition(sf::Vector2f(mousePos.x-textSize.x/2.0f, mousePos.y - textSize.y/2.0f)); spriteContainer.push_front(sprite); } } if(event.key.code == sf::Keyboard::P) std::cout << spriteContainer.size() << std::endl; if( event.key.code == sf::Keyboard::W ) offsetY -= speed; if( event.key.code == sf::Keyboard::A ) offsetX -= speed; if( event.key.code == sf::Keyboard::S ) offsetY += speed; if( event.key.code == sf::Keyboard::D ) offsetX += speed; } // "close requested" event: we close the window if (event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape) window.close(); // Move all sprites synchronously for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) sprite->move(offsetX, offsetY); //sprite.move(offsetX,offsetY); } // clear the window with black color window.clear(sf::Color::Black); // draw everything here... // window.draw(...); // Draw all sprites in the container for (std::list<sf::Sprite>::iterator sprite = spriteContainer.begin(); sprite != spriteContainer.end(); ++sprite) window.draw(*sprite); // end the current frame window.display(); } return 0; } A couple weeks ago it worked flawlessly to my expectation, but now that I come back to it and I am having problems importing the image as a texture "tile.png". I don't understand why this is evening happening and the only message I get via the terminal is "Cannot load image ..." then a bunch of random characters. My libraries are for sure working, but now I am not sure why the image is not loading. My image is in the same directory as with my .h and .cpp files. This is an irritating problem that keep coming up for some reason and is always a problem to fix it. I import my libraries via my own directory "locals" which contain many APIs, but I specifically get SFML, and done appropriately as I am able to open a window and many other stuff.

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  • Difficulties with rotation of a sprite

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • I am not able to delete a corrupt NTFS partition on my pen drive. How can I force its deletion?

    - by yesuraj
    I formatted my 16GB pen drive with the NTFS file system in windows vista. After that I started copying some files. However, only a few files were copied to the pen drive before the copy operation hung. So I cancelled the copy operation. Now I am unable to use the pen drive. I DON'T REALLY NEED ANY FILES THAT I COPIED TO THE PENDRIVE. I JUST WANT TO USE THE PENDRIVE AGAIN. I have tried using Ubuntu to format the pen drive. But when i use fdisk to delete the partition, it looks like it is working fine but in fact it does not delete the partition. Also I am unable to format it with any other file system. When I tried to use gparted, it throws the following error: Error mounting: mount exited with exit code 14: The disk contains an unclean file system(0,0). The file system wasn't safely closed on window. Fixing ntfs_attr_pread_i:ntfs_pread failed: Input/output error Failed to read NTFS$Bitmap:Input/output error NTFS is either inconsistent, or there is a hardware fault, or it's a softRAID/FakeRAID hardware. In the first case run chkdsk /f on Windows then reboot into windows twice. The usage of the /f parameter is very important!. If the device is a SoftRAID/FakeRAID then first activate it and mount a different device under the /dev/mapper directory, (e.g. /dev/mapper/nvidia_eahaabcc1). Please see the dmraid documentation for more details When I searched the Internet I found help on how to recover. But I don’t want to recover, I want to format it again. When I pressed w after deleting the partition, it took more time than previously. After that i removed the pen drive and re-inserted, but the partition I had deleted was still present. If I simply type the command fdisk /dev/sdb without removing the pen drive after the partition is deleted, then it returns the error message Unable to open /dev/sdb. Here are the steps that I followed: root@yesuraj-ubuntu:~# fdisk /dev/sdb Command (m for help): d Selected partition 1 Command (m for help): w The partition table has been altered! Calling ioctl() to re-read partition table. Syncing disks THE DEMESG PRINTS ARE AS FOLLOWS, [ 6139.774753] usb 2-1.3: reset high speed USB device number 4 using ehci_hcd [ 6154.816941] usb 2-1.3: device descriptor read/64, error -110 [ 6169.968908] usb 2-1.3: device descriptor read/64, error -110 [ 6170.158427] usb 2-1.3: reset high speed USB device number 4 using ehci_hcd [ 6185.200638] usb 2-1.3: device descriptor read/64, error -110 [ 6200.352572] usb 2-1.3: device descriptor read/64, error -110 [ 6200.542093] usb 2-1.3: reset high speed USB device number 4 using ehci_hcd [ 6205.559460] usb 2-1.3: device descriptor read/8, error -110 I used the dd command and it erased the partition table. But now when I connect the pen drive, dmesg contains this error message: [88143.437001] sdb: unknown partition table. I am not able to create a partion using fdisk /dev/sdb. The error message says that it is unable to find the node. Other messages from dmesg follow below. [87100.531596] usb 2-1.3: new high speed USB device number 39 using ehci_hcd [87130.915257] usb 2-1.3: new high speed USB device number 40 using ehci_hcd [87135.932647] usb 2-1.3: device descriptor read/8, error -110

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Can't Remove Logical Drive/Array from HP P400

    - by Myles
    This is my first post here. Thank you in advance for any assistance with this matter. I'm trying to remove a logical drive (logical drive 2) and an array (array "B") from my Smart Array P400. The host is a DL580 G5 running 64-bit Red Hat Enterprise Linux Server release 5.7 (Tikanga). I am unable to remove the array using either hpacucli or cpqacuxe. I believe it is because of "OS Status: LOCKED". The file system that lives on this array has been unmounted. I do not want to reboot the host. Is there some way to "release" this logical drive so I can remove the array? Note that I do not need to preserve the data on logical drive 2. I intend to physically remove the drives from the machine and replace them with larger drives. I'm using the cciss kernel module that ships with Red Hat 5.7. Here is some information pertaining to the host and the P400 configuration: [root@gort ~]# cat /etc/redhat-release Red Hat Enterprise Linux Server release 5.7 (Tikanga) [root@gort ~]# uname -a Linux gort 2.6.18-274.el5 #1 SMP Fri Jul 8 17:36:59 EDT 2011 x86_64 x86_64 x86_64 GNU/Linux [root@gort ~]# rpm -qa | egrep '^(hp|cpq)' cpqacuxe-9.30-15.0 hp-health-9.25-1551.7.rhel5 hpsmh-7.1.2-3 hpdiags-9.3.0-466 hponcfg-3.1.0-0 hp-snmp-agents-9.25-2384.8.rhel5 hpacucli-9.30-15.0 [root@gort ~]# hpacucli HP Array Configuration Utility CLI 9.30.15.0 Detecting Controllers...Done. Type "help" for a list of supported commands. Type "exit" to close the console. => ctrl all show config detail Smart Array P400 in Slot 0 (Embedded) Bus Interface: PCI Slot: 0 Cache Serial Number: PA82C0J9SVW34U RAID 6 (ADG) Status: Enabled Controller Status: OK Hardware Revision: D Firmware Version: 7.22 Rebuild Priority: Medium Expand Priority: Medium Surface Scan Delay: 15 secs Surface Scan Mode: Idle Wait for Cache Room: Disabled Surface Analysis Inconsistency Notification: Disabled Post Prompt Timeout: 0 secs Cache Board Present: True Cache Status: OK Cache Ratio: 25% Read / 75% Write Drive Write Cache: Disabled Total Cache Size: 256 MB Total Cache Memory Available: 208 MB No-Battery Write Cache: Disabled Cache Backup Power Source: Batteries Battery/Capacitor Count: 1 Battery/Capacitor Status: OK SATA NCQ Supported: True Logical Drive: 1 Size: 136.7 GB Fault Tolerance: RAID 1 Heads: 255 Sectors Per Track: 32 Cylinders: 35132 Strip Size: 128 KB Full Stripe Size: 128 KB Status: OK Caching: Enabled Unique Identifier: 600508B100184A395356573334550002 Disk Name: /dev/cciss/c0d0 Mount Points: /boot 101 MB, /tmp 7.8 GB, /usr 3.9 GB, /usr/local 2.0 GB, /var 3.9 GB, / 2.0 GB, /local 113.2 GB OS Status: LOCKED Logical Drive Label: A0027AA78DEE Mirror Group 0: physicaldrive 1I:1:2 (port 1I:box 1:bay 2, SAS, 146 GB, OK) Mirror Group 1: physicaldrive 1I:1:1 (port 1I:box 1:bay 1, SAS, 146 GB, OK) Drive Type: Data Array: A Interface Type: SAS Unused Space: 0 MB Status: OK Array Type: Data physicaldrive 1I:1:1 Port: 1I Box: 1 Bay: 1 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM57RF40000983878FX Model: HP DG146BB976 Current Temperature (C): 29 Maximum Temperature (C): 35 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown physicaldrive 1I:1:2 Port: 1I Box: 1 Bay: 2 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM55VQC000098388524 Model: HP DG146BB976 Current Temperature (C): 29 Maximum Temperature (C): 36 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown Logical Drive: 2 Size: 546.8 GB Fault Tolerance: RAID 5 Heads: 255 Sectors Per Track: 32 Cylinders: 65535 Strip Size: 64 KB Full Stripe Size: 256 KB Status: OK Caching: Enabled Parity Initialization Status: Initialization Completed Unique Identifier: 600508B100184A395356573334550003 Disk Name: /dev/cciss/c0d1 Mount Points: None OS Status: LOCKED Logical Drive Label: A5C9C6F81504 Drive Type: Data Array: B Interface Type: SAS Unused Space: 0 MB Status: OK Array Type: Data physicaldrive 1I:1:3 Port: 1I Box: 1 Bay: 3 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM2H5PE00009802NK19 Model: HP DG146ABAB4 Current Temperature (C): 30 Maximum Temperature (C): 37 PHY Count: 1 PHY Transfer Rate: Unknown physicaldrive 1I:1:4 Port: 1I Box: 1 Bay: 4 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM28YY400009750MKPJ Model: HP DG146ABAB4 Current Temperature (C): 31 Maximum Temperature (C): 36 PHY Count: 1 PHY Transfer Rate: 3.0Gbps physicaldrive 2I:1:5 Port: 2I Box: 1 Bay: 5 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM2FGYV00009802N3GN Model: HP DG146ABAB4 Current Temperature (C): 30 Maximum Temperature (C): 38 PHY Count: 1 PHY Transfer Rate: Unknown physicaldrive 2I:1:6 Port: 2I Box: 1 Bay: 6 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM8AFAK00009920MMV1 Model: HP DG146BB976 Current Temperature (C): 31 Maximum Temperature (C): 41 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown physicaldrive 2I:1:7 Port: 2I Box: 1 Bay: 7 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 146 GB Rotational Speed: 10000 Firmware Revision: HPDE Serial Number: 3NM2FJQD00009801MSHQ Model: HP DG146ABAB4 Current Temperature (C): 29 Maximum Temperature (C): 39 PHY Count: 1 PHY Transfer Rate: Unknown

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  • making seo for search form

    - by Ronnie Chester Lynwood
    hello ive got a search form that sends "q" value with post method. and i want to seo it like TYPE-Q. for example i search for "need for speed" and it returns "game-need-for-speed" but no results. but when i changed adress like to "game-need for speed" i can get results. how can i bypass "-"'s ? htaccess: RewriteRule (.)-(.)-(.*)$ /index.php?q=$2&page=$3&type=$1

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  • Ruby concatenate strings and add spaces

    - by David Oneill
    I have 4 string variables name, quest, favorite_color, speed that might be empty. I want to concatenate them all together, putting spaces between those that aren't empty. So: name = 'Tim' quest = 'destroy' favorite_color = 'red' speed = 'fast' becomes 'Tim destroy red fast' and name = 'Steve' quest = '' favorite_color = '' speed = 'slow' becomes: 'Steve slow' (Notice: there is only 1 space between 'Steve' and 'slow') How do I do that (preferably in 1 line).

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  • as3 tracking number value of variables

    - by Wade D Ouellet
    Hi, I have a bunch an as3 game going. In my game when newCrag hits egg_mc the score gets added. // Add the score var newScore:score_mc; newScore = new score_mc(); addChild(newScore); newScore.x = 20; newScore.y = 20; newScore.score_txt.text='0/15'; var score:Number=0; function getEggs(event:Event):void { if(event.target.hitTestObject(MovieClip(root).newCrag) && event.target is egg_mc) { sndEgg.play(); if(event.target.stage) { event.target.parent.removeChild(event.target); } // Increase score score++; newScore.score_txt.text = "" + score + '/15'; } } I am trying to refer to the number value of the score using if statements. I need to change the speed variables based off the number that is inside the score box. var speed:Number if(score > 10 || score == 10) { speed=20; trace("speed3"); } else if(score > 5 || score == 5 && score < 10) { speed=18; trace("speed2"); } else { speed=14; trace("speed1"); } However, this part of the code is not working. Any help would be much appreciated. Thanks, Wade

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  • Assignments failing

    - by Andrei Krotkov
    I'm debugging part of a large project in Visual Studio 2005, and stepping through the code line by line. int speed = this->values.speed; int ref = this->values.ref_speed; After stepping past the first line, values.speed has a value of 61, but for some reason, speed is getting assigned the value 58. After the second line, values.ref_speed has a value of 58, but ref gets assigned the value 30. When paused, you can see that the original values are in fact 61 and 58 respectively, but the values getting stored are different. What is causing this behaviour?

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  • Modify jkpanel to load internal content instead of external content

    - by Adam Stone
    I am using an implementation of jkpanel in a vb.net app, the script (see below) loads an external file into the drop down panel. I need to modify this script to load an internal content like a specific div or span so that I can have this nested within the master page. //Drop Down Panel script (March 29th, 08'): By JavaScript Kit: http://www.javascriptkit.com var jkpanel={ controltext: 'Panel Content', $mainpanel: null, contentdivheight: 0, openclose:function($, speed){ this.$mainpanel.stop() //stop any animation if (this.$mainpanel.attr('openstate')=='closed') this.$mainpanel.animate({top: 0}, speed).attr({openstate: 'open'}) else this.$mainpanel.animate({top: -this.contentdivheight+'px'}, speed).attr({openstate: 'closed'}) }, init:function(file, height, speed){ jQuery(document).ready(function($){ jkpanel.$mainpanel=$('<div id="dropdownpanel"><div class="contentdiv"></div><div class="control">'+jkpanel.controltext+'</div></div>').prependTo('body') var $contentdiv=jkpanel.$mainpanel.find('.contentdiv') var $controldiv=jkpanel.$mainpanel.find('.control').css({cursor: 'wait'}) $contentdiv.load(file, '', function($){ var heightattr=isNaN(parseInt(height))? 'auto' : parseInt(height)+'px' $contentdiv.css({height: heightattr}) jkpanel.contentdivheight=parseInt($contentdiv.get(0).offsetHeight) jkpanel.$mainpanel.css({top:-jkpanel.contentdivheight+'px', visibility:'visible'}).attr('openstate', 'closed') $controldiv.css({cursor:'hand', cursor:'pointer'}) }) jkpanel.$mainpanel.click(function(){jkpanel.openclose($, speed)}) }) } } //Initialize script: jkpanel.init('path_to_content_file', 'height of content DIV in px', animation_duration) jkpanel.init('panelcontent.htm', '200px', 500) Does anybody have any idea on how to modify this to do so or even have any tips or pointers to point me in the right direction to start doing so. Cheers

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  • Calculate new position of player

    - by user1439111
    Edit: I will summerize my question since it is very long (Thanks Len for pointing it out) What I'm trying to find out is to get a new position of a player after an X amount of time. The following variables are known: - Speed - Length between the 2 points - Source position (X, Y) - Destination position (X, Y) How can I calculate a position between the source and destion with these variables given? For example: source: 0, 0 destination: 10, 0 speed: 1 so after 1 second the players position would be 1, 0 The code below works but it's quite long so I'm looking for something shorter/more logical ====================================================================== I'm having a hard time figuring out how to calculate a new position of a player ingame. This code is server sided used to track a player(It's a emulator so I don't have access to the clients code). The collision detection of the server works fine I'm using bresenham's line algorithm and a raycast to determine at which point a collision happens. Once I deteremined the collision I calculate the length of the path the player is about to walk and also the total time. I would like to know the new position of a player each second. This is the code I'm currently using. It's in C++ but I am porting the server to C# and I haven't written the code in C# yet. // Difference between the source X - destination X //and source y - destionation Y float xDiff, yDiff; xDiff = xDes - xSrc; yDiff = yDes - ySrc; float walkingLength = 0.00F; float NewX = xDiff * xDiff; float NewY = yDiff * yDiff; walkingLength = NewX + NewY; walkingLength = sqrt(walkingLength); const float PI = 3.14159265F; float Angle = 0.00F; if(xDes >= xSrc && yDes >= ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; } else if(xDes < xSrc && yDes >= ySrc) { Angle = atanf((-xDiff / yDiff)); Angle = Angle * 180 / PI; Angle += 90.00F; } else if(xDes < xSrc && yDes < ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; Angle += 180.00F; } else if(xDes >= xSrc && yDes < ySrc) { Angle = atanf((xDiff / -yDiff)); Angle = Angle * 180 / PI; Angle += 270.00F; } float WalkingTime = (float)walkingLength / (float)speed; bool Done = false; float i = 0; while(i < walkingLength) { if(Done == true) { break; } if(WalkingTime >= 1000) { Sleep(1000); i += speed; WalkTime -= 1000; } else { Sleep(WalkTime); i += speed * WalkTime; WalkTime -= 1000; Done = true; } if(Angle >= 0 && Angle < 90) { float xNew = cosf(Angle * PI / 180) * i; float yNew = sinf(Angle * PI / 180) * i; float NewCharacterX = xSrc + xNew; float NewCharacterY = ySrc + yNew; } I have cut the last part of the loop since it's just 3 other else if statements with 3 other angle conditions and the only change is the sin and cos. The given speed parameter is the speed/second. The code above works but as you can see it's quite long so I'm looking for a new way to calculate this. btw, don't mind the while loop to calculate each new position I'm going to use a timer in C# Thank you very much

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  • How to run a loop of queries in access?

    - by tksy
    Hi I have a database with a table which is full of conditions and error messages for checking another database. I want to run a loop such that each of these conditions is checked against all the tables in the second database and generae a report which gives the errors. Is this possible in ms access. For example, querycrit table id query error 1 speed<25 and speed>56 speed above limit 2 dist<56 or dist >78 dist within limit I have more than 400 queries like this of different variables. THe table against which I am running the queries is records table id speed dist accce decele aaa bbb ccc 1 33 34 44 33 33 33 33 2 45 44 55 55 55 22 23 regards ttk

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  • Emulate disk IO speeds in Android SDK

    - by Ben L.
    I don't have a physical Android device to work with, so all I can use is the emulator. I'm wondering if there's something I could use to make the IO speeds more realistic - How do I slow down disk access to the speed it would be on a physical device? Also, this may be unrelated, but when I change the speed and latency options in Eclipse ADT DDMS view, I don't notice any change in internet speed on the emulator. Is this a bug?

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  • can i know the Thread runnable class attributes in java?

    - by dori naji
    probability this question have been asked before but i cant find anything in my searching mechanism. I am trying to create a multiple threads, in an array list but i want to retrieve them from an arraylist and filter them by the attribute of w1 i used in my code. any ideas ? w1 = new FirstWorker(ProductsList, OrdersList, s); FirstWorkerThread = new Thread(w1); ThreadArrayList.add(FirstWorkerThread); //I know i cant do the code below but i want to do that how ? for(Thread x : ThreadArrayList){ x.ProductsList } this is FirstWorker class import java.lang.String; import java.util.HashMap; /* * To change this template, choose Tools | Templates and open the template in * the editor. */ /** * * @author Dimitris */ public class FirstWorker extends Thread implements Runnable { private OrderList orderlist; private ProductList productlist; private String Worker; boolean Stop; private int speed = 1000; public FirstWorker(ProductList productlist, OrderList orderlist, String Worker) { this.productlist = productlist; this.orderlist = orderlist; this.Worker = Worker; this.Stop = true; } public void run() { if (Stop == true) { try { Thread.sleep(100); } catch (InterruptedException e) { } while (orderlist.returnLengthofOrder() != 0) { if (Thread.interrupted()) { System.out.println("I am in the thread inturrupt"); // We've been interrupted: no more crunching. return; } if (orderlist.getDone() == true) { } else if (orderlist.getDone() == false) { orderlist.setDoneTrue(); orderlist.Purchased(Worker); orderlist.setDoneFalse(); try { Thread.sleep(this.speed); } catch (InterruptedException e) { return; } } } } } public void setWork() { Stop = false; } public void setSpeed(int speed) { this.speed = speed; } }

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  • Ubuntu 10.04 recognizing USB 2.0 external HD as USB 1.1

    - by btucker
    When I connect the USB 2.0 drive I see this: usb 1-4.3: new full speed USB device using ohci_hcd and address 5 so I know it's getting seen as USB 1.1. usb-devices shows that it really is USB 2.0 and connected to a USB 2.0 hub: T: Bus=01 Lev=01 Prnt=01 Port=03 Cnt=01 Dev#= 2 Spd=12 MxCh= 4 D: Ver= 2.00 Cls=09(hub ) Sub=00 Prot=00 MxPS=64 #Cfgs= 1 P: Vendor=05e3 ProdID=0608 Rev=77.61 S: Product=USB2.0 Hub C: #Ifs= 1 Cfg#= 1 Atr=e0 MxPwr=100mA I: If#= 0 Alt= 0 #EPs= 1 Cls=09(hub ) Sub=00 Prot=00 Driver=hub T: Bus=01 Lev=02 Prnt=02 Port=01 Cnt=01 Dev#= 4 Spd=12 MxCh= 0 D: Ver= 2.00 Cls=00(>ifc ) Sub=00 Prot=00 MxPS=64 #Cfgs= 1 P: Vendor=13fd ProdID=1340 Rev=02.10 S: Manufacturer=Generic S: Product=External C: #Ifs= 1 Cfg#= 1 Atr=c0 MxPwr=2mA I: If#= 0 Alt= 0 #EPs= 2 Cls=08(stor.) Sub=06 Prot=50 Driver=usb-storage It seems the problem is that root hub is: T: Bus=01 Lev=00 Prnt=00 Port=00 Cnt=00 Dev#= 1 Spd=12 MxCh=10 D: Ver= 1.10 Cls=09(hub ) Sub=00 Prot=00 MxPS=64 #Cfgs= 1 P: Vendor=1d6b ProdID=0001 Rev=02.06 S: Manufacturer=Linux 2.6.32-25-server ohci_hcd S: Product=OHCI Host Controller S: SerialNumber=0000:00:02.0 C: #Ifs= 1 Cfg#= 1 Atr=e0 MxPwr=0mA I: If#= 0 Alt= 0 #EPs= 1 Cls=09(hub ) Sub=00 Prot=00 Driver=hub And there's no mention of ehci_hcd. lsusb -t gives me: /: Bus 01.Port 1: Dev 1, Class=root_hub, Driver=ohci_hcd/10p, 12M |__ Port 4: Dev 2, If 0, Class=hub, Driver=hub/4p, 12M |__ Port 2: Dev 4, If 0, Class=stor., Driver=usb-storage, 12M |__ Port 3: Dev 5, If 0, Class=stor., Driver=usb-storage, 12M |__ Port 6: Dev 3, If 0, Class=stor., Driver=usb-storage, 12M It seems like I'm missing something which would allow the OS to see USB 2.0 devices. Can anyone point me in the right direction? EDIT Full lsusb -v output: Bus 001 Device 005: ID 13fd:1340 Initio Corporation Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 2.00 bDeviceClass 0 (Defined at Interface level) bDeviceSubClass 0 bDeviceProtocol 0 bMaxPacketSize0 64 idVendor 0x13fd Initio Corporation idProduct 0x1340 bcdDevice 2.10 iManufacturer 1 Generic iProduct 2 External iSerial 3 57442D574341595930323337 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 32 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0xc0 Self Powered MaxPower 2mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 2 bInterfaceClass 8 Mass Storage bInterfaceSubClass 6 SCSI bInterfaceProtocol 80 Bulk (Zip) iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0040 1x 64 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x02 EP 2 OUT bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0040 1x 64 bytes bInterval 0 Device Qualifier (for other device speed): bLength 10 bDescriptorType 6 bcdUSB 2.00 bDeviceClass 0 (Defined at Interface level) bDeviceSubClass 0 bDeviceProtocol 0 bMaxPacketSize0 64 bNumConfigurations 1 Device Status: 0x0001 Self Powered Bus 001 Device 002: ID 05e3:0608 Genesys Logic, Inc. USB-2.0 4-Port HUB Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 2.00 bDeviceClass 9 Hub bDeviceSubClass 0 Unused bDeviceProtocol 0 Full speed (or root) hub bMaxPacketSize0 64 idVendor 0x05e3 Genesys Logic, Inc. idProduct 0x0608 USB-2.0 4-Port HUB bcdDevice 77.61 iManufacturer 0 iProduct 1 USB2.0 Hub iSerial 0 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 25 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0xe0 Self Powered Remote Wakeup MaxPower 100mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 1 bInterfaceClass 9 Hub bInterfaceSubClass 0 Unused bInterfaceProtocol 0 Full speed (or root) hub iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 3 Transfer Type Interrupt Synch Type None Usage Type Data wMaxPacketSize 0x0001 1x 1 bytes bInterval 255 Hub Descriptor: bLength 9 bDescriptorType 41 nNbrPorts 4 wHubCharacteristic 0x00e0 Ganged power switching Ganged overcurrent protection Port indicators bPwrOn2PwrGood 50 * 2 milli seconds bHubContrCurrent 100 milli Ampere DeviceRemovable 0x00 PortPwrCtrlMask 0xff Hub Port Status: Port 1: 0000.0100 power Port 2: 0000.0103 power enable connect Port 3: 0000.0103 power enable connect Port 4: 0000.0100 power Device Qualifier (for other device speed): bLength 10 bDescriptorType 6 bcdUSB 2.00 bDeviceClass 9 Hub bDeviceSubClass 0 Unused bDeviceProtocol 1 Single TT bMaxPacketSize0 64 bNumConfigurations 1 Device Status: 0x0001 Self Powered Bus 001 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 1.10 bDeviceClass 9 Hub bDeviceSubClass 0 Unused bDeviceProtocol 0 Full speed (or root) hub bMaxPacketSize0 64 idVendor 0x1d6b Linux Foundation idProduct 0x0001 1.1 root hub bcdDevice 2.06 iManufacturer 3 Linux 2.6.32-25-server ohci_hcd iProduct 2 OHCI Host Controller iSerial 1 0000:00:02.0 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 25 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0xe0 Self Powered Remote Wakeup MaxPower 0mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 1 bInterfaceClass 9 Hub bInterfaceSubClass 0 Unused bInterfaceProtocol 0 Full speed (or root) hub iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 3 Transfer Type Interrupt Synch Type None Usage Type Data wMaxPacketSize 0x0002 1x 2 bytes bInterval 255 Hub Descriptor: bLength 11 bDescriptorType 41 nNbrPorts 10 wHubCharacteristic 0x0002 No power switching (usb 1.0) Ganged overcurrent protection bPwrOn2PwrGood 1 * 2 milli seconds bHubContrCurrent 0 milli Ampere DeviceRemovable 0x00 0x00 PortPwrCtrlMask 0xff 0xff Hub Port Status: Port 1: 0000.0100 power Port 2: 0000.0100 power Port 3: 0000.0100 power Port 4: 0000.0103 power enable connect Port 5: 0000.0100 power Port 6: 0000.0103 power enable connect Port 7: 0000.0100 power Port 8: 0000.0100 power Port 9: 0000.0100 power Port 10: 0000.0100 power Device Status: 0x0003 Self Powered Remote Wakeup Enabled

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