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  • jerky animation using Core Animation

    - by Paul from Boston
    In my iPhone app, I am trying to get some red and white stripes that are scrolling across the screen to animate smoothly when the speed of the stripes gets high. In my app the user starts the animation and changes the scrolling speed by a finger swipe and changes the width of the stripes by a two finger pinch. Animation is stopped in response to a double tap. If the speed gets high or the stripes get narrow the animation is no longer smooth to the eye. The edges of the stripes seem to jump around. The animation is simple. I draw the stripes in a layer that's a bit larger than the screen. I then set up an animation that moves the layer position by exactly the distance from one red stripe to the next. The duration is set by the speed of the finger swipe and the repeat count is 1. When the animation stops the delegate checks a flag to see if the user wants to stop the scrolling. If not, the animation is restarted again for one cycle. Are there better ways of doing this so that the animation is smooth at high speeds or with narrow stripes? Thanks--

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  • How do I use XML prefixes in C#?

    - by Andrew Mock
    EDIT: I have now published my app: http://pastebin.com/PYAxaTHU I was trying to make console-based application that returns my temperature. using System; using System.Xml; namespace GetTemp { class Program { static void Main(string[] args) { XmlDocument doc = new XmlDocument(); doc.LoadXml(downloadWebPage( "http://www.andrewmock.com/uploads/example.xml" )); XmlNamespaceManager man = new XmlNamespaceManager(doc.NameTable); man.AddNamespace("aws", "www.aws.com/aws"); XmlNode weather = doc.SelectSingleNode("aws:weather", man); Console.WriteLine(weather.InnerText); Console.ReadKey(false); } } } Here is the sample XML: <aws:weather xmlns:aws="http://www.aws.com/aws"> <aws:api version="2.0"/> <aws:WebURL>http://weather.weatherbug.com/WA/Kenmore-weather.html?ZCode=Z5546&Units=0&stat=BOTHL</aws:WebURL> <aws:InputLocationURL>http://weather.weatherbug.com/WA/Kenmore-weather.html?ZCode=Z5546&Units=0</aws:InputLocationURL> <aws:station requestedID="BOTHL" id="BOTHL" name="Moorlands ES" city="Kenmore" state=" WA" zipcode="98028" country="USA" latitude="47.7383346557617" longitude="-122.230278015137"/> <aws:current-condition icon="http://deskwx.weatherbug.com/images/Forecast/icons/cond024.gif">Mostly Cloudy</aws:current-condition> <aws:temp units="&deg;F">40.2</aws:temp> <aws:rain-today units=""">0</aws:rain-today> <aws:wind-speed units="mph">0</aws:wind-speed> <aws:wind-direction>WNW</aws:wind-direction> <aws:gust-speed units="mph">5</aws:gust-speed> <aws:gust-direction>NW</aws:gust-direction> </aws:weather> I'm just not sure how to use XML prefixes correctly here. What is wrong with this?

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  • django+uploadify - don't working

    - by Erico
    Hi, I'm trying to use an example posted on the "github" the link is http://github.com/tstone/django-uploadify. And I'm having trouble getting work. can you help me? I followed step by step, but does not work. Accessing the "URL" / upload / the only thing is that returns "True" part of settings.py import os PROJECT_ROOT_PATH = os.path.dirname(os.path.abspath(file)) MEDIA_ROOT = os.path.join(PROJECT_ROOT_PATH, 'media') TEMPLATE_DIRS = ( os.path.join(PROJECT_ROOT_PATH, 'templates')) urls.py from django.conf.urls.defaults import * from django.conf import settings from teste.uploadify.views import * from django.contrib import admin admin.autodiscover() urlpatterns = patterns('', (r'^admin/', include(admin.site.urls)), url(r'upload/$', upload, name='uploadify_upload'), ) views.py from django.http import HttpResponse import django.dispatch upload_received = django.dispatch.Signal(providing_args=['data']) def upload(request, *args, **kwargs): if request.method == 'POST': if request.FILES: upload_received.send(sender='uploadify', data=request.FILES['Filedata']) return HttpResponse('True') models.py from django.db import models def upload_received_handler(sender, data, **kwargs): if file: new_media = Media.objects.create( file = data, new_upload = True, ) new_media.save() upload_received.connect(upload_received_handler, dispatch_uid='uploadify.media.upload_received') class Media(models.Model): file = models.FileField(upload_to='images/upload/', null=True, blank=True) new_upload = models.BooleanField() uploadify_tags.py from django import template from teste import settings register = template.Library() @register.inclusion_tag('uploadify/multi_file_upload.html', takes_context=True) def multi_file_upload(context, upload_complete_url): """ * filesUploaded - The total number of files uploaded * errors - The total number of errors while uploading * allBytesLoaded - The total number of bytes uploaded * speed - The average speed of all uploaded files """ return { 'upload_complete_url' : upload_complete_url, 'uploadify_path' : settings.UPLOADIFY_PATH, # checar essa linha 'upload_path' : settings.UPLOADIFY_UPLOAD_PATH, } template - uploadify/multi_file_upload.html {% load uploadify_tags }{ multi_file_upload '/media/images/upload/' %} <script type="text/javascript" src="{{ MEDIA_URL }}js/swfobject.js"></script> <script type="text/javascript" src="{{ MEDIA_URL }}js/jquery.uploadify.js"></script> <div id="uploadify" class="multi-file-upload"><input id="fileInput" name="fileInput" type="file" /></div> <script type="text/javascript">// <![CDATA[ $(document).ready(function() { $('#fileInput').uploadify({ 'uploader' : '/media/swf/uploadify.swf', 'script' : '{% url uploadify_upload %}', 'cancelImg' : '/media/images/uploadify-remove.png/', 'auto' : true, 'folder' : '/media/images/upload/', 'multi' : true, 'onAllComplete' : allComplete }); }); function allComplete(event, data) { $('#uploadify').load('{{ upload_complete_url }}', { 'filesUploaded' : data.filesUploaded, 'errorCount' : data.errors, 'allBytesLoaded' : data.allBytesLoaded, 'speed' : data.speed }); // raise custom event $('#uploadify') .trigger('allUploadsComplete', data); } // ]]</script>

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  • Custom QAbstractGraphicsShapeItem very slow in Qt Jambi

    - by Mene
    I try to implement an own QAbstractGraphicsShapeItem in Qt Jambi (4.5) but as soon as I implement a custom class (rather than use e.g. QGraphicsEllipseItem) the rendering speed drops by about on order of magnitude. If looked in the original Code of QGraphicsEllipseItem and it seems to do basicly the same. class Circle extends QAbstractGraphicsShapeItem { final private QRectF rect = new QRectF(); public final void setRect(double x, double y, double w, double h) { QRectF newRect = new QRectF(x, y, w, h); if (!newRect.equals(rect)) { prepareGeometryChange(); this.rect.setX(x); this.rect.setY(y); this.rect.setWidth(w); this.rect.setHeight(h); this.update(rect); } } @Override public final QRectF boundingRect() { return rect; } QPainterPath shape; @Override public final QPainterPath shape() { if (shape == null) { QPainterPath path = new QPainterPath(); path.addEllipse(rect); QPainterPathStroker stroker = new QPainterPathStroker(); QPen pen = this.pen(); stroker.setCapStyle(pen.capStyle()); stroker.setWidth(pen.widthF()); shape = stroker.createStroke(path); } return shape; } @Override public final void paint(QPainter painter, QStyleOptionGraphicsItem option, QWidget widget) { painter.setPen(this.pen()); painter.setBrush(this.brush()); painter.drawEllipse(this.rect); } } I need to render a lot of objects and they are mostly moving, so speed is essential. Anyone knows how to speed this up? I underestand that Java might be slower then the nativ code in the library. But the code in the paint method seems not to be the problem, since commenting it out doesn't change the speed notably.

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  • How can I show print statements in debug mode of OPNET Modeler?

    - by Here now
    I'm writing C++ code in OPNET Modeler. I try to simulate my scenario in debugger mode & I need to trace the function that I wrote it. I need to show print statements which I put it in my code. I used in debugger mode: ***ltr function_name()*** then ***c*** But the result looks like: Type 'help' for Command Summary ODB> ltr enqueue_packet() Added trace #0: trace on label (enqueue_packet()) ODB> c |-----------------------------------------------------------------------------| | Progress: Time (1 min. 52 sec.); Events (500,002) | | Speed: Average (82,575 events/sec.); Current (82,575 events/sec.) | | Time : Elapsed (6.1 sec.) | | DES Log: 28 entries | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | Progress: Time (1 min. 55 sec.); Events (1,000,002) | | Speed: Average (69,027 events/sec.); Current (59,298 events/sec.) | | Time : Elapsed (14 sec.) | | DES Log: 28 entries | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | Progress: Time (1 min. 59 sec.); Events (1,500,002) | | Speed: Average (51,464 events/sec.); Current (34,108 events/sec.) | | Time : Elapsed (29 sec.) | | DES Log: 28 entries | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | Simulation Completed - Collating Results. | | Events: Total (1,591,301); Average Speed (48,803 events/sec.) | | Time : Elapsed (33 sec.); Simulated (2 min. 0 sec.) | | DES Log: 29 entries | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | Reading network model. | |-----------------------------------------------------------------------------| I need to show the print statements in my code. Where it has to be appeared? Is there any step before run the simulation to insure that OPNET debugger using Visual Studio & go through my code??

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  • Random Movement in a Fixed Container

    - by James Barracca
    I'm looking to create something that can move randomly inside of a fixed div container. I love the way the object moves in this example that I found searching this website... http://jsfiddle.net/Xw29r/15/ The code on the jsfiddle contains the following: $(document).ready(function(){ animateDiv(); }); function makeNewPosition(){ // Get viewport dimensions (remove the dimension of the div) var h = $(window).height() - 50; var w = $(window).width() - 50; var nh = Math.floor(Math.random() * h); var nw = Math.floor(Math.random() * w); return [nh,nw]; } function animateDiv(){ var newq = makeNewPosition(); var oldq = $('.a').offset(); var speed = calcSpeed([oldq.top, oldq.left], newq); $('.a').animate({ top: newq[0], left: newq[1] }, speed, function(){ animateDiv(); }); }; function calcSpeed(prev, next) { var x = Math.abs(prev[1] - next[1]); var y = Math.abs(prev[0] - next[0]); var greatest = x > y ? x : y; var speedModifier = 0.1; var speed = Math.ceil(greatest/speedModifier); return speed; }? CSS: div.a { width: 50px; height:50px; background-color:red; position:fixed; }? However, I don't believe the code above constricts that object at all. I need my object to move randomly inside of a container that is let's say for now... 1200px in width and 500px in height. Can someone steer me in the right direction? I'm super new to coding so I'm having a hard time finding an answer on my own. Thanks so much! James

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  • Python - How to wake up a sleeping process- multiprocessing?

    - by user1162512
    I need to wake up a sleeping process ? The time (t) for which it sleeps is calculated as t = D/S . Now since s is varying, can increase or decrease, I need to increase/decrease the sleeping time as well. The speed is received over a UDP procotol. So, how do I change the sleeping time of a process, keeping in mind the following:- If as per the previous speed `S1`, the time to sleep is `(D/S1)` . Now the speed is changed, it should now sleep for the new time,ie (D/S2). Since, it has already slept for D/S1 time, now it should sleep for D/S2 - D/S1. How would I do it? As of right now, I'm just assuming that the speed will remain constant all throughout the program, hence not notifying the process. But how would I do that according to the above condition? def process2(): p = multiprocessing.current_process() time.sleep(secs1) # send some packet1 via UDP time.sleep(secs2) # send some packet2 via UDP time.sleep(secs3) # send some packet3 via UDP Also, as in threads, 1) threading.activeCount(): Returns the number of thread objects that are active. 2) threading.currentThread(): Returns the number of thread objects in the caller's thread control. 3) threading.enumerate(): Returns a list of all thread objects that are currently active. What are the similar functions for getting activecount, enumerate in multiprocessing?

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  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

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  • Java collision detection and player movement: tips

    - by Loris
    I have read a short guide for game develompent (java, without external libraries). I'm facing with collision detection and player (and bullets) movements. Now i put the code. Most of it is taken from the guide (should i link this guide?). I'm just trying to expand and complete it. This is the class that take care of updates movements and firing mechanism (and collision detection): public class ArenaController { private Arena arena; /** selected cell for movement */ private float targetX, targetY; /** true if droid is moving */ private boolean moving = false; /** true if droid is shooting to enemy */ private boolean shooting = false; private DroidController droidController; public ArenaController(Arena arena) { this.arena = arena; this.droidController = new DroidController(arena); } public void update(float delta) { Droid droid = arena.getDroid(); //droid movements if (moving) { droidController.moveDroid(delta, targetX, targetY); //check if arrived if (droid.getX() == targetX && droid.getY() == targetY) moving = false; } //firing mechanism if(shooting) { //stop shot if there aren't bullets if(arena.getBullets().isEmpty()) { shooting = false; } for(int i = 0; i < arena.getBullets().size(); i++) { //current bullet Bullet bullet = arena.getBullets().get(i); System.out.println(bullet.getBounds()); //angle calculation double angle = Math.atan2(bullet.getEnemyY() - bullet.getY(), bullet.getEnemyX() - bullet.getX()); //increments x and y bullet.setX((float) (bullet.getX() + (Math.cos(angle) * bullet.getSpeed() * delta))); bullet.setY((float) (bullet.getY() + (Math.sin(angle) * bullet.getSpeed() * delta))); //collision with obstacles for(int j = 0; j < arena.getObstacles().size(); j++) { Obstacle obs = arena.getObstacles().get(j); if(bullet.getBounds().intersects(obs.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } //collisions with enemies for(int j = 0; j < arena.getEnemies().size(); j++) { Enemy ene = arena.getEnemies().get(j); if(bullet.getBounds().intersects(ene.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } } } } public boolean onClick(int x, int y) { //click on empty cell if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] == null) { //coordinates targetX = x / Arena.TILE; targetY = y / Arena.TILE; //enables movement moving = true; return true; } //click on enemy: fire if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] instanceof Enemy) { //coordinates float enemyX = x / Arena.TILE; float enemyY = y / Arena.TILE; //new bullet Bullet bullet = new Bullet(); //start coordinates bullet.setX(arena.getDroid().getX()); bullet.setY(arena.getDroid().getY()); //end coordinates (enemie) bullet.setEnemyX(enemyX); bullet.setEnemyY(enemyY); //adds bullet to arena arena.addBullet(bullet); //enables shooting shooting = true; return true; } return false; } As you can see for collision detection i'm trying to use Rectangle object. Droid example: import java.awt.geom.Rectangle2D; public class Droid { private float x; private float y; private float speed = 20f; private float rotation = 0f; private float damage = 2f; public static final int DIAMETER = 32; private Rectangle2D rectangle; public Droid() { rectangle = new Rectangle2D.Float(x, y, DIAMETER, DIAMETER); } public float getX() { return x; } public void setX(float x) { this.x = x; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getY() { return y; } public void setY(float y) { this.y = y; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getSpeed() { return speed; } public void setSpeed(float speed) { this.speed = speed; } public float getRotation() { return rotation; } public void setRotation(float rotation) { this.rotation = rotation; } public float getDamage() { return damage; } public void setDamage(float damage) { this.damage = damage; } public Rectangle2D getRectangle() { return rectangle; } } For now, if i start the application and i try to shot to an enemy, is immediately detected a collision and the bullet is removed! Can you help me with this? If the bullet hit an enemy or an obstacle in his way, it must disappear. Ps: i know that the movements of the bullets should be managed in another class. This code is temporary. update I realized what happens, but not why. With those for loops (which checks collisions) the movements of the bullets are instantaneous instead of gradual. In addition to this, if i add the collision detection to the Droid, the method intersects returns true ALWAYS while the droid is moving! public void moveDroid(float delta, float x, float y) { Droid droid = arena.getDroid(); int bearing = 1; if (droid.getX() > x) { bearing = -1; } if (droid.getX() != x) { droid.setX(droid.getX() + bearing * droid.getSpeed() * delta); //obstacles collision detection for(Obstacle obs : arena.getObstacles()) { if(obs.getRectangle().intersects(droid.getRectangle())) { System.out.println("Collision detected"); //ALWAYS HERE } } //controlla se è arrivato if ((droid.getX() < x && bearing == -1) || (droid.getX() > x && bearing == 1)) droid.setX(x); } bearing = 1; if (droid.getY() > y) { bearing = -1; } if (droid.getY() != y) { droid.setY(droid.getY() + bearing * droid.getSpeed() * delta); if ((droid.getY() < y && bearing == -1) || (droid.getY() > y && bearing == 1)) droid.setY(y); } }

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • DD-WRT/openwrt question (TP-Link WR1043N)

    - by Shiki
    Can I squeeze more speed out of my router (when it comes to USB attached storage device on it) with open/DD wrt? (Sorry I don't really know such firmwares.) (Guess it works with ntfs-3g? I don't know.) Feel free to make this a real question. Basically the question: Does the change worth it in the terms of speed?

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  • Is the Core i5 Processor from Intel like the Celerons of yesteryear?

    - by Chris
    The title pretty much says it. I know that the Core i7's are Quad Core and Hyper-threaded (so 4 cores, and 8 logical), and the Core i5's are Quad Core as well but not Hyper-threaded, does this really make a difference? Or are the only people who are going to care are the ones who CPU intensive operations? I'm a developer, so I'm more concerned about hard drive speed most times than CPU speed. Any thoughts?

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  • best VNC Server for Linux?

    - by Javier Novoa C.
    I know this may be a question about personal preferences. But, in terms of: speed / memory usage / ease of configuration/ licensing , which is the best VNC server you know? I have tried TightVNC, TigerVNC, UltraVNC and RealVNC , but right now I can't figure out which one is the best (any of these I listed or any other) in terms of what I worried about right now (speed/consumption/config/licensing). What are your best choices?

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  • Using a 64bit Linux kernel, can't see more than 4GB of RAM in /proc/meminfo

    - by Chris Huang-Leaver
    I'm running my new computer which has 8GB of RAM installed, which is visable from BIOS page, does not show in /proc/meminfo uname -a Linux localhost 3.0.6-gentoo #2 SMP PREEMPT Sat Nov 19 10:45:22 GMT-- x86_64 AMD Phenom(tm) II X4 955 Processor AuthenticAMD GNU/Linux The result of /proc/meminfo is as follows: (thans Andrey) MemTotal: 4021348 kB MemFree: 1440280 kB Buffers: 23696 kB Cached: 1710828 kB SwapCached: 4956 kB Active: 1389904 kB Inactive: 841364 kB Active(anon): 1337812 kB Inactive(anon): 714060 kB Active(file): 52092 kB Inactive(file): 127304 kB Unevictable: 32 kB Mlocked: 32 kB SwapTotal: 8388604 kB SwapFree: 8047900 kB Dirty: 0 kB Writeback: 0 kB AnonPages: 492732 kB Mapped: 47528 kB Shmem: 1555120 kB Slab: 267724 kB SReclaimable: 177464 kB SUnreclaim: 90260 kB KernelStack: 1176 kB PageTables: 12148 kB NFS_Unstable: 0 kB Bounce: 0 kB WritebackTmp: 0 kB CommitLimit: 10399276 kB Committed_AS: 3293896 kB VmallocTotal: 34359738367 kB VmallocUsed: 317008 kB VmallocChunk: 34359398908 kB AnonHugePages: 120832 kB HugePages_Total: 0 HugePages_Free: 0 HugePages_Rsvd: 0 HugePages_Surp: 0 Hugepagesize: 2048 kB DirectMap4k: 23552 kB DirectMap2M: 3088384 kB DirectMap1G: 1048576 kB I have tried using mem=8G as a kernel boot parameter, I read a post about setting HIGHMEM64G to yes, before realising that only applies to 32bit kernels. Trying dmindecode -t memory SMBIOS 2.7 present. Handle 0x0026, DMI type 16, 23 bytes Physical Memory Array Location: System Board Or Motherboard Use: System Memory Error Correction Type: Multi-bit ECC Maximum Capacity: 32 GB Error Information Handle: Not Provided Number Of Devices: 4 Handle 0x0028, DMI type 17, 34 bytes Memory Device Array Handle: 0x0026 Error Information Handle: Not Provided Total Width: 64 bits Data Width: 64 bits Size: 4096 MB Form Factor: DIMM Set: None Locator: DIMM0 Bank Locator: BANK0 Type: <OUT OF SPEC> Type Detail: Synchronous Speed: 1333 MHz Manufacturer: Manufacturer0 Serial Number: SerNum0 Asset Tag: AssetTagNum0 Part Number: Array1_PartNumber0 Rank: Unknown Handle 0x002A, DMI type 17, 34 bytes Memory Device Array Handle: 0x0026 Error Information Handle: Not Provided Total Width: Unknown Data Width: 64 bits Size: No Module Installed Form Factor: DIMM Set: None Locator: DIMM1 Bank Locator: BANK1 Type: Unknown Type Detail: Synchronous Speed: Unknown Manufacturer: Manufacturer1 Serial Number: SerNum1 Asset Tag: AssetTagNum1 Part Number: Array1_PartNumber1 Rank: Unknown Handle 0x002C, DMI type 17, 34 bytes Memory Device Array Handle: 0x0026 Error Information Handle: Not Provided Total Width: 64 bits Data Width: 64 bits Size: 4096 MB Form Factor: DIMM Set: None Locator: DIMM2 Bank Locator: BANK2 Type: <OUT OF SPEC> Type Detail: Synchronous Speed: 1333 MHz Manufacturer: Manufacturer2 Serial Number: SerNum2 Asset Tag: AssetTagNum2 Part Number: Array1_PartNumber2 Rank: Unknown Handle 0x002E, DMI type 17, 34 bytes Memory Device Array Handle: 0x0026 Error Information Handle: Not Provided Total Width: Unknown Data Width: 64 bits Size: No Module Installed Form Factor: DIMM Set: None Locator: DIMM3 Bank Locator: BANK3 Type: Unknown Type Detail: Synchronous Speed: Unknown Manufacturer: Manufacturer3 Serial Number: SerNum3 Asset Tag: AssetTagNum3 Part Number: Array1_PartNumber3 Rank: Unknown

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  • DI-524UP will become deadly slow when downloading torrents

    - by abolotnov
    I have a DI-524UP router that shares internet to two notebooks at home via wireless and a desktop via wired collection. It will become barely available/pingable via wireless when I download torrents on a desktop computer. Even when I limit download speed to 20% or less of available bandwidth - it must be something else, not the speed that causes the issue. I've tried limiting number of active connections and stuff but it will still not cure. Is there anything I can do about this?

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  • slow pppoe connection using Ubuntu 9.10

    - by Radu
    I have a Compaq Presario CQ61, instaled Ubuntu 9.10 and Windows 7 on it. It works great except the PPPoE connection in Ubuntu, when i dial in Windows my download speed reach up to 91 Mb, rebooted in Ubuntu, downloaded same file from the same server with a speed of maximum 3 Mb, cheked in Windows again 80 - 90 Mb constant. I can't figure what slow's the internet connection in Ubuntu. Anyone has an ideea on this problem ? (NO iptables configured, NO HTB, CBQ ...etc configured) . Thank you

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  • D-Link DIR-300 slows down / loses network

    - by basic6
    Hi there, there are 2 buildings (A and B). In bldg A is an open WLAN (which I'm allowed to use btw). In bldg B is a computer that I want to connect to that network. So I flashed an old D-Link DIR-300 AP with DD-WRT, mounted it to the wall (bldg B) near a window, attached a 13 dBi directional antenna (pointing to bldg A) and configured it as AP client in that wireless network. Then there's another AP, connected to the D-Link AP, acting as standard access point, which the computer is connected to. That's basically working so far, but: Every now and then the connection is lost. Not the connection between the computer and the D-Link (I can access the DD-WRT admin page normally) or the connection between the D-Link and the WLAN (in Status - Wireless it says it's still connected to the network), but when I want to access a web page (which only works if I'm connected to the wireless network from bldg A), my Firefox keeps "Looking for" (name resolution) without finding anything. When I reset the D-Link (power off, power on) in this situation, after some moments, everything's working fine again (Internet access). I've no idea why this is happening, but usually it's at most every few weeks (most times when nobody was using the computer, so no traffic). Compared to the connection speed when I connect directly to the WLAN in bldg A (Laptop), the speed in bldg B is rather slow, but I have the impression that this difference is worse in the last few days. A few minutes ago, I got 582 KB/s down and 911 KB/s up in bldg A (directly/laptop) and 84 KB/s down and 9 KB/s up in bldg B. The speed in bldg B used to be way higher (I remember 200 KB/s up) while the actual network speed in bldg A was lower than it is now (close to those 200). I'm aware that the wireless connection between those buildings should slow things down, but I'm wondering why this difference has become that extreme. Thanks for any tips... Update: I currently want to upload a large file (1.5 GB) via FTP (FileZilla). Since that caused the D-Link to disconnect (as described in first post), I took my laptop to bldg A, connected directly to the original WLAN (bypassing my D-Link) and tried the same upload. Guess what - same issue: At some point the connection is dead (at this point I would have reset my D-Link if I was connected to it). Just as the D-Link, my laptop is still connected, but not even name resolution is working ("Looking for..." in Firefox). After reconnecting, it's working again. Maybe my D-Link isn't the problem at all...

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  • Cheap and Secure Proxy

    - by jack
    Hi I'm looking for cheap secure proxy providers that support vpn http socks like this one http://www.your-freedom.net/. Because I wish to compare their efficiency. YF(http://www.your-freedom.net/) doesn't provide my satisfaction on speed they provide after purchasing the account. Their try-before-buy account has much more speed than the purchased one. Thanks.

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  • Best Processor for MediaSmart Server?

    - by Kent Boogaart
    I'm trying to figure out what the best possible processor is that I can stick in my HP MediaSmart server. I'm clueless when it comes to correlating CPUs to motherboards. I suspect it's the socket type I care about, but I worry that there's more to it. CPU-Z gives me (excerpt): Processors Information ------------------------------------------------------------------------- Processor 1 ID = 0 Number of cores 1 (max 1) Number of threads 1 (max 1) Name AMD Sempron LE-1150 Codename Sparta Specification AMD Sempron(tm) Processor LE-1150 Package Socket AM2 (940) CPUID F.F.1 Extended CPUID F.7F Brand ID 1 Core Stepping DH-G1 Technology 65 nm Core Speed 1000.0 MHz Multiplier x FSB 5.0 x 200.0 MHz HT Link speed 800.0 MHz Stock frequency 2000 MHz Instructions sets MMX (+), 3DNow! (+), SSE, SSE2, SSE3, x86-64 L1 Data cache 64 KBytes, 2-way set associative, 64-byte line size L1 Instruction cache 64 KBytes, 2-way set associative, 64-byte line size L2 cache 256 KBytes, 16-way set associative, 64-byte line size FID/VID Control yes Max FID 10.0x Max VID 1.350 V P-State FID 0x2 - VID 0x12 (5.0x - 1.100 V) P-State FID 0xA - VID 0x0C (9.0x - 1.250 V) P-State FID 0xC - VID 0x0A (10.0x - 1.300 V) K8 Thermal sensor yes K8 Revision ID 6.0 Attached device PCI device at bus 0, device 24, function 0 Attached device PCI device at bus 0, device 24, function 1 Attached device PCI device at bus 0, device 24, function 2 Attached device PCI device at bus 0, device 24, function 3 Chipset ------------------------------------------------------------------------- Northbridge SiS 761GX rev. 02 Southbridge SiS 966 rev. 59 Graphic Interface AGP AGP Revision 3.0 AGP Transfer Rate 8x AGP SBA supported, enabled Memory Type DDR2 Memory Size 2048 MBytes Channels Single Memory Frequency 200.0 MHz (CPU/5) CAS# latency (CL) 5.0 RAS# to CAS# delay (tRCD) 5 RAS# Precharge (tRP) 5 Cycle Time (tRAS) 15 Bank Cycle Time (tRC) 21 Command Rate (CR) 1T DMI ------------------------------------------------------------------------- DMI BIOS vendor Phoenix Technologies, LTD version R03 date 05/08/2008 DMI System Information manufacturer HP product MediaSmart Server version unknown serial CN68330DGH UUID A482007B-B0CC7593-DD11736A-407B7067 DMI Baseboard vendor Wistron model SJD4 revision A.0 serial unknown DMI System Enclosure manufacturer HP chassis type Desktop chassis serial unknown DMI Processor manufacturer AMD model AMD Sempron(tm) Processor LE-1150 clock speed 2000.0 MHz FSB speed 200.0 MHz multiplier 10.0x DMI Memory Controller correction 64-bit ECC Max module size 4096 MBytes DMI Memory Module designation A0 size 2048 MBytes (double bank) DMI Memory Module designation A1 DMI Memory Module designation A2 DMI Memory Module designation A3 DMI Port Connector designation PS/2 Mouse (internal) port type Mouse Port connector PS/2 connector PS/2 DMI Port Connector designation USB0 (external) port type USB DMI Physical Memory Array location Motherboard usage System Memory correction None max capacity 16384 MBytes max# of devices 4 DMI Memory Device designation A0 format DIMM type unknown total width 64 bits data width 64 bits size 2048 MBytes DMI Memory Device designation A1 format DIMM type unknown total width 64 bits data width 64 bits DMI Memory Device designation A2 format DIMM type unknown total width 64 bits data width 64 bits DMI Memory Device designation A3 format DIMM type unknown total width 64 bits data width 64 bits How do I figure out what options I have for an upgrade?

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  • slow pppoe connection using Ubuntu 9.10

    - by Radu
    I have a Compaq Presario CQ61, instaled Ubuntu 9.10 and Windows 7 on it. It works great except the PPPoE connection in Ubuntu, when i dial in Windows my download speed reach up to 91 Mb, rebooted in Ubuntu, downloaded same file from the same server with a speed of maximum 3 Mb, cheked in Windows again 80 - 90 Mb constant. I can't figure what slow's the internet connection in Ubuntu. Anyone has an ideea on this problem ? (NO iptables configured, NO HTB, CBQ ...etc configured) . Thank you

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  • Experiences with hosted (off-site) Microsoft Dynamics CRM?

    - by Beau
    We're currently testing Microsoft Dynamics CRM hosted by Fpweb. I've been asked by the lead on the project how we can increase the speed at which CRM pages in IE load. The delay seems reasonable to me for a virtual server located across the country. Has anyone succeeded in speeding things up with aggressive caching (i.e. a WAN accelerator) or by some other means? Do your employees complain about the speed of hosted Dynamics CRM?

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  • Does it make sense to install an SSD into a 3rd generation MacBook?

    - by Ivan Krechetov
    I've heard that, to really benefit from a solid-state drive, one needs a motherboard fast enough. Do you think it's worth to install an SSD into this laptop? Model Name: MacBook Model Identifier: MacBook3,1 Processor Name: Intel Core 2 Duo Processor Speed: 2.2 GHz Number Of Processors: 1 Total Number Of Cores: 2 L2 Cache: 4 MB Memory: 4 GB Bus Speed: 800 MHz Boot ROM Version: MB31.008E.B02

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  • Striping cookies from image files ?

    - by iTech
    Hi, I want to achieve cookie free image serving as discussed here : Blockquote http://code.google.com/speed/page-speed/docs/request.html#ServeFromCookielessDomain Blockquote I have created a new sub-domain "static.example.com" serving only images, javscript and css (file serving restrictions made via filesmatch.conf file) , pls. tell how to make it server cookie free images. Thanks

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  • 7-Zip on multi-core computers

    - by Peter Mortensen
    Does 7-Zip take advantage of multiprocessor or multi-core systems? For example, would there be a close to 16 times speed-up on a 16 core system assuming no disk or memory bottlenecks? Or is it is limited to 2 threads (2 times speed-up on systems with more than one CPU or core)?

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  • How to run commands when mac is idle and when it resumes

    - by tig
    I want to run script when my mac is idle (for example after 5 minutes or screen saver start time is also ok) and when I resume it from idle state. I know that I can write daemon using NSDistributedNotificationCenter and com.apple.screenIsLocked and com.apple.screenIsUnlocked, but I hope that there is already solution without creating new daemon. I need this to for example turn on/off speed limit for Transmission (as it is sometimes hard to work when hashing/downloading on full speed).

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