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  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

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  • WatiN NativeElement.GetElementBounds() - What is the unit of measurement?

    - by Brian Schroer
    When I'm testing with WatiN, I like to save screenshots. Sometimes I don't really need a picture of the whole browser window though - I just want a picture of the element that I'm testing. My attempt to save a picture of an element with the code below resulted in a picture of a block box, because elementBounds.Top points to a pixel position way past the bottom of the screen. The elementBounds.Width and .Height values also appear to be about half what they should be. Is this a WatiN bug, or are these properties in a different unit of measure that I have to convert to pixels somehow? public static void SaveElementScreenshot (WatiN.Core.IE ie, WatiN.Core.Element element, string screenshotPath) { ScrollIntoView(ie, element); ie.BringToFront(); var ieClass = (InternetExplorerClass) ie.InternetExplorer; Rectangle elementBounds = element.NativeElement.GetElementBounds(); int left = ieClass.Left + elementBounds.Left; int top = ieClass.Top + elementBounds.Top; int width = elementBounds.Width; int height = elementBounds.Height; using (var bitmap = new Bitmap(width, height)) { using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.CopyFromScreen (new Point(left, top), Point.Empty, new Size(width, height)); } bitmap.Save(screenshotPath, ImageFormat.Jpeg); } }

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  • How to get a volume measurement of iPhone recording in dB, with a limit of at least 120dB

    - by Cyber
    Hello, I am trying to make a simple volume meter for the iPhone. I want the volume displayed in dB. When using this turorial, I am only getting measurements up to 78 dB. I've read that that is because the dBFS spectrum for 16 bit audio recordings is only 96 dB. I tried modifying this piece of code in the init funcyion: dataFormat.mSampleRate = 44100.0f; dataFormat.mFormatID = kAudioFormatLinearPCM; dataFormat.mFramesPerPacket = 1; dataFormat.mChannelsPerFrame = 1; dataFormat.mBytesPerFrame = 2; dataFormat.mBytesPerPacket = 2; dataFormat.mBitsPerChannel = 16; dataFormat.mReserved = 0; I changed the value of mBitsPerChannel, hoping to increase the bit value of the recording. dataFormat.mBitsPerChannel = 32; With that variable set to 32, the "mAveragePower" function returns only 0. So, how can i measure more decibels? All my code is practically the same as in the tutorial i posted above. Thanks in advance, Thomas

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  • Should we denormalize database to improve performance?

    - by Groo
    We have a requirement to store 500 measurements per second, coming from several devices. Each measurement consists of a timestamp, a quantity type, and several vector values. Right now there is 8 vector values per measurement, and we may consider this number to be constant for needs of our prototype project. We are using HNibernate. Tests are done in SQLite (disk file db, not in-memory), but production will probably be MsSQL. Our Measurement entity class is the one that holds a single measurement, and looks like this: public class Measurement { public virtual Guid Id { get; private set; } public virtual Device Device { get; private set; } public virtual Timestamp Timestamp { get; private set; } public virtual IList<VectorValue> Vectors { get; private set; } } Vector values are stored in a separate table, so that each of them references its parent measurement through a foreign key. We have done a couple of things to ensure that generated SQL is (reasonably) efficient: we are using Guid.Comb for generating IDs, we are flushing around 500 items in a single transaction, ADO.Net batch size is set to 100 (I think SQLIte does not support batch updates? But it might be useful later). The problem Right now we can insert 150-200 measurements per second (which is not fast enough, although this is SQLite we are talking about). Looking at the generated SQL, we can see that in a single transaction we insert (as expected): 1 timestamp 1 measurement 8 vector values which means that we are actually doing 10x more single table inserts: 1500-2000 per second. If we placed everything (all 8 vector values and the timestamp) into the measurement table (adding 9 dedicated columns), it seems that we could increase our insert speed up to 10 times. Switching to SQL server will improve performance, but we would like to know if there might be a way to avoid unnecessary performance costs related to the way database is organized right now. [Edit] With in-memory SQLite I get around 350 items/sec (3500 single table inserts), which I believe is about as good as it gets with NHibernate (taking this post for reference: http://ayende.com/Blog/archive/2009/08/22/nhibernate-perf-tricks.aspx). But I might as well switch to SQL server and stop assuming things, right? I will update my post as soon as I test it.

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  • Root cause for high CPU usage; which measurement to trust more: Windows Task Manager or Process Explorer?

    - by p.campbell
    Consider this Windows 8.1 machine (in-place upgrade from Windows 8) with differing reports on its CPU usage. The machine is idle, and has been for 3 days. There are no CPU intensive tasks running currently nor over the 3 day idle period. Windows Task Manager is reporting CPU usage constantly at an incredibly high value (and increasing over time!) at around 75%. Process Explorer from SysInternals reports that the CPU usage is much different at around 42% How does Process Explorer report 42.14% usage, but its columns report Idle at 57%, with the sum of the other processes not even approaching 10%? Which of these two values should I trust more, and why should it be trusted over the other measurement? How can I actually determine which process is causing Task Manager to report its values? These Proc Exp metrics were taken with Administrator privileges, and with option 'Show Details for All Processes' Click for larger view:

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  • Design Technique: How to design a complex system for processing orders, products and units.

    - by Shyam
    Hi, Programming is fun: I learned that by trying out simple challenges, reading up some books and following some tutorials. I am able to grasp the concepts of writing with OO (I do so in Ruby), and write a bit of code myself. What bugs me though is that I feel re-inventing the wheel: I haven't followed an education or found a book (a free one that is) that explains me the why's instead of the how's, and I've learned from the A-team that it is the plan that makes it come together. So, armed with my nuby Ruby skills, I decided I wanted to program a virtual store. I figured out the following: My virtual Store will have: Products and Services Inventories Orders and Shipping Customers Now this isn't complex at all. With the help of some cool tools (CMapTools), I drew out some concepts, but quickly enough (thanks to my inferior experience in designing), my design started to bite me. My very first product-line were virtual "laptops". So, I created a class (Ruby): class Product attr_accessor :name, :price def initialize(name, price) @name = name @price = price end end which can be instantiated by doing (IRb) x = Product.new("Banana Pro", 250) Since I want my virtual customers to be able to purchase more than one product, or various types, I figured out I needed some kind of "Order" mechanism. class Order def initialize(order_no) @order_no = order_no @line_items = [] end def add_product(myproduct) @line_items << myproduct end def show_order() puts @order_no @line_items.each do |x| puts x.name.to_s + "\t" + x.price.to_s end end end that can be instantiated by doing (IRb) z = Order.new(1234) z.add_product(x) z.show_order Splendid, I have now a very simple ordering system that allows me to add products to an order. But, here comes my real question. What if I have three models of my product (economy, business, showoff)? Or have my products be composed out of separate units (bigger screen, nicer keyboard, different OS)? Surely I could make them three separate products, or add complexity to my product class, but I am looking for are best practices to design a flexible product object that can be used in the real world, to facilitate a complex system. My apologies if my grammar and my spelling are with error, as english is not my first language and I took the time to check as far I could understand and translate properly! Thank you for your answers, comments and feedback!

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Why is there a constructor method if you can assign the values to variables?

    - by Joel
    I'm just learning PHP, and I'm confused about what the purpose of the __construct() method? If I can do this: class Bear { // define properties public $name = 'Bill'; public $weight = 200; // define methods public function eat($units) { echo $this->name." is eating ".$units." units of food... <br />"; $this->weight += $units; } } Then why do it with a constructor instead? : class Bear { // define properties public $name; public $weight; public function __construct(){ $this->name = 'Bill'; $this->weight = 200; } // define methods public function eat($units) { echo $this->name." is eating ".$units." units of food... <br />"; $this->weight += $units; } }

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  • Strategy game programming in Java, how the map and unit classes should work/relate each other.

    - by Gabriel A. Zorrilla
    As a way of learning Java i'm doing a little strategy game. You have a game map and military units. The gamemap and the units are Jpanels which are binded together in another class called GameWindow, which has a JLayeredPane where the gamepap is below the units. Every time i click a unit (and therefore, the JPane) I can get the unit's information. The problem comes when i want to move a unit... each unit is self drawn inside it's Jpanel, how do i represent the change in position over the gamemap? I'm thinking about reloading the whole game window based on a position change of a unit (because the JPAnels that represent the units are created in the GameWindow, not drawn in the gamemap). Another more elegant option, should be repainting the whole map, with the units. But that way the units would lose it's status of objects (no more JPAnels, just being drawn in the gamemap paint() method), and how would i tell if one unit is clicked? I dont know how people with more experience in games handle the class structure in strategy games. I believe i have the right structure (map, game units, each one an object) but I'm having difficulties making it work together. Here is a snapshot of the map with a couple of units:

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  • Quick, Linux-compatible unit-aware calculator

    - by endolith
    I want to be able to press a keyboard combination, start typing a mathematical expression that includes units and slightly advanced math (not just a four-function calculator), and get a result immediately, in units that I specify, that I can copy and paste. Currently I open Firefox and press Ctrl+K, type in the search box, and it usually gives me a result in the drop-down from Google Calculator. It doesn't always, though, so I press "=" at the end, wait for a result, remove the equals, wait for a result, realize it doesn't understand the way I typed a unit, open the result in a new tab, etc. it sucks. Wolfram Alpha is smarter, but very much slower, and the output is all images, not text, and I don't have a quick widget for it, if such a thing could even exist. GNU units has a ton of units, which is great, and I can define my own units, which is great, but they have to be written in specific, unintuitive ways, it doesn't handle much advanced math, and I'd need to open a terminal, start units, etc. I hate the command line. I wasted a lot of time trying to make front-ends for units in Deskbar and Launchy, but I'm not a real coder and I don't use either of those anymore. Any other solutions or enhancements of these?

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  • How to test Text Search accuracy and efficiency?

    - by DEN
    I have created a web application. One of the feature is text search which perform the boolean operator ( NOT, AND, OR) as well. However, I have no idea on calculating the search's accuracy and efficiency. For example: 1 . Probe identification system for a measurement instrument 2 . Pulse-based impedance measurement instrument 3 . Millimeter with filtered measurement mode when the user key in will return the result as below input :measurement instrument Result: 1,2 input : measurement OR instrument NOT milimeter Result: 1,2,3 so, i have no idea on what issue and what algorithm to calculate on the accuracy and efficiency of the text search.. anyone have any idea on that?

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  • JSON is not nested in rails view

    - by SeanGeneva
    I have a several models in a heirarchy, 1:many at each level. Each class is associated only with the class above it and the one below it, ie: L1 course, L2 unit, L3 unit layout, L4 layout fields, L5 table fields (not in code, but a sibling of layout fields) I am trying to build a JSON response of the entire hierarchy. def show @course = Course.find(params[:id]) respond_to do |format| format.html # show.html.erb format.json do @course = Course.find(params[:id]) @units = @course.units.all @unit_layouts = UnitLayout.where(:unit_id => @units) @layout_fields = LayoutField.where(:unit_layout_id => @unit_layouts) response = {:course => @course, :units => @units, :unit_layouts => @unit_layouts, :layout_fields => @layout_fields} respond_to do |format| format.json {render :json => response } end end end end The code is bring back the correct values, but the units, unit_layouts and layout_fields are all nested at the same level under course. I would like them to be nested inside their parent.

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  • C++ Virtual keyword as away to avoid including code units.

    - by user394663
    Currently we have a body of code that allows service plugins which offer forms of communication to the core e.g tcp/ip, udp/ip, usb, etc... These service plugins feedback notifier class instances to the core for further processing. In the current implementation a service project (which is a separate dynamically linked library brought in at runtime by the core via dlopen and friends) will compile against the notifier.cpp file that resides in the core source code (a separate project). This gives access to the notifiers method implementations. This works perfectly no complaints. Two alternative options: 1. put the notifier method implementations in the header file. 2. declare the notifier methods virtual and delay binding until runtime. Avoiding the issues of computational overhead what are the impacts of option 2? Are there any other options available to us? Thanks

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  • If I don't odr-use a variable, can I have multiple definitions of it across translation units?

    - by sftrabbit
    The standard seems to imply that there is no restriction on the number of definitions of a variable if it is not odr-used (§3.2/3): Every program shall contain exactly one definition of every non-inline function or variable that is odr-used in that program; no diagnostic required. It does say that any variable can't be defined multiple times within a translation unit (§3.2/1): No translation unit shall contain more than one definition of any variable, function, class type, enumeration type, or template. But I can't find a restriction for non-odr-used variables across the entire program. So why can't I compile something like the following: // other.cpp int x; // main.cpp int x; int main() {} Compiling and linking these files with g++ 4.6.3, I get a linker error for multiple definition of 'x'. To be honest, I expect this, but since x is not odr-used anywhere (as far as I can tell), I can't see how the standard restricts this. Or is it undefined behaviour?

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  • gpgpu vs. physX for physics simulation

    - by notabene
    Hello First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX? (If i say develop i mean implement existing algorithms like navier-strokes...) I don't care about what will take more time to develop. What will be faster for end user? As i understand that physx are accelerated through PPU units in gpu, does it mean that physical simulation can run in paralel with rastarization? Are PPUs different units than unified shader units used as vertex/geometry/pixel/gpgpu shader units? And little non-theoretical question: Is physx able to do sofisticated simulation equal to lets say Autodesk's Maya fluid solver? Are there any c++ gpu accelerated physics frameworks to try? (I am interested in both physx and gpgpu, commercial engines are ok too).

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  • External USB Drive

    - by ErocM
    I have a server that I hooked up an external USB drive. It was formatted in windows and has files on it already. I'm new to Ubuntu so please be patient... I have two questions: Will Ubuntu see the drive since it was formatted in windows? How do I mount this drive or rather, how do I know it's seen by Ubuntu? Thanks! I did fdisk -l and this is what I have but I don't see it. It's a 1tb drive: Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0001eb47 Device Boot Start End Blocks Id System /dev/sda1 * 2048 499711 248832 83 Linux /dev/sda2 501758 625141759 312320001 5 Extended /dev/sda5 501760 625141759 312320000 8e Linux LVM Disk /dev/sdc: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/sdc doesn't contain a valid partition table Disk /dev/sdb: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/sdb doesn't contain a valid partition table Disk /dev/mapper/ubuntu-root: 316.6 GB, 316577677312 bytes 255 heads, 63 sectors/track, 38488 cylinders, total 618315776 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/mapper/ubuntu-root doesn't contain a valid partition table Disk /dev/mapper/ubuntu-swap_1: 3217 MB, 3217031168 bytes 255 heads, 63 sectors/track, 391 cylinders, total 6283264 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 this is an external USB hard drive not a thumb drive :)

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  • Determining Cost of API Calls

    - by Sam
    [This is a cross-post originally posted by me in SO. I think the question is more appropriate here.] I was going through the adwords API and came across their rate sheet - http://code.google.com/apis/adwords/docs/ratesheet.html . They charge $0.25 per 1000 API units and under the 'Operation Costs' sections list the cost (in API units) of different API calls. I am curious - based on what factors do they (and others API developers) calculate the cost of an API call? Is there any simple formula or a standard way to determine this? Note: When I say 'cost' of an API call, I don't mean the money but the API units. For example, how do you determine one API call costs 100 'units' and another 1000?

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  • How to balance a non-symmetric "extension" based game?

    - by Klaim
    Most strategy games have fixed units and possible behaviours. However, think of a game like Magic The Gathering : each card is a set of rules. Regularly, new sets of card types are created. I remember that the firsts editions of the game have been said to be prohibited in official tournaments because the cards were often too powerful. Later extensions of the game provided more subtle effects/rules in cards and they managed to balance the game apparently effectively, even if there is thousands of different cards possible. I'm working on a strategy game that is a bit in the same position : every units are provided by extensions and the game is thought to be extended for some years, at least. The effects variety of the units are very large even with some basic design limitations set to be sure it's manageable. Each player choose a set of units to play with (defining their global strategy) before playing (like chooseing a themed deck of Magic cards). As it's a strategy game (you can think of Magic as a strategy game too in some POV), it's essentially skirmish based so the game have to be fair, even if the players don't choose the same units before starting to play. So, how do you proceed to balance this type of non-symmetric (strategy) game when you know it will always be extended? For the moment, I'm trying to apply those rules but I'm not sure it's right because I don't have enough design experience to know : each unit would provide one unique effect; each unit should have an opposite unit that have an opposite effect that would cancel each others; some limitations based on the gameplay; try to get a lot of beta tests before each extension release? Looks like I'm in the most complex case?

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  • root issues in softwarecenter, synaptic and update manager

    - by user188977
    i have a notebook samsung ativ 2 and ubuntu 12.04 precise, cinnamon desktop. after logging in today my update manager, synaptic and ubuntu softwarecenter stopped working. synaptic i can only launch from terminal the others from panel.when choosing to update, nothing happens. same thing when trying to install programms from syn. or softw.center.when launching softwarec. from terminal i get: marcus@ddddddddd:~$ software-center 2013-11-10 22:30:46,206 - softwarecenter.ui.gtk3.app - INFO - setting up proxy 'None' 2013-11-10 22:30:46,217 - softwarecenter.db.database - INFO - open() database: path=None use_axi=True use_agent=True (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:34:20: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:34:22: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:56:20: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:56:22: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:60:20: Not using units is deprecated. Assuming 'px'. (software-center:4772): Gtk-WARNING **: Theme parsing error: softwarecenter.css:60:22: Not using units is deprecated. Assuming 'px'. 2013-11-10 22:30:46,977 - softwarecenter.backend.reviews - WARNING - Could not get usefulness from server, no username in config file 2013-11-10 22:30:47,320 - softwarecenter.ui.gtk3.app - INFO - show_available_packages: search_text is '', app is None. 2013-11-10 22:30:48,057 - softwarecenter.db.pkginfo_impl.aptcache - INFO - aptcache.open() 2013-11-10 22:31:00,646 - softwarecenter.fixme - WARNING - logs to the root logger: '('/usr/share/software-center/softwarecenter/utils.py', 201, 'get_title_from_html')' 2013-11-10 22:31:00,645 - root - WARNING - failed to parse: '<div style="background-color: #161513; width:1680px; height:200px;">  <div style="background: url('/site_media/exhibits/2013/09/AAMFP_Leaderboard_700x200_1.jpg') top left no-repeat; width:700px; height:200px;"></div> </div>' ('ascii' codec can't encode character u'\xa0' in position 70: ordinal not in range(128)) 2013-11-10 22:31:02,268 - softwarecenter.db.update - INFO - skipping region restricted app: 'Comentarios Web' (not whitelisted) 2013-11-10 22:31:02,769 - softwarecenter.db.update - INFO - skipping region restricted app: 'reEarCandy' (not whitelisted) 2013-11-10 22:31:04,821 - softwarecenter.db.update - INFO - skipping region restricted app: 'Flaggame' (not whitelisted) 2013-11-10 22:31:05,622 - softwarecenter.db.update - INFO - skipping region restricted app: 'Bulleti d'esquerra de Calonge i Sant Antoni ' (not whitelisted) 2013-11-10 22:31:08,352 - softwarecenter.ui.gtk3.app - INFO - software-center-agent finished with status 0 2013-11-10 22:31:08,353 - softwarecenter.db.database - INFO - reopen() database 2013-11-10 22:31:08,353 - softwarecenter.db.database - INFO - open() database: path=None use_axi=True use_agent=True 2013-11-10 22:33:32,319 - softwarecenter.backend - WARNING - _on_trans_error: org.freedesktop.PolicyKit.Error.Failed: ('system-bus-name', {'name': ':1.72'}): org.debian.apt.install-or-remove-packages 2013-11-10 22:36:01,818 - softwarecenter.backend - WARNING - daemon dies, ignoring: <AptTransaction object at 0x48e4b40 (aptdaemon+client+AptTransaction at 0x645aaa0)> exit-failed 2013-11-10 22:36:01,820 - softwarecenter.db.pkginfo_impl.aptcache - INFO - aptcache.open()

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  • How can I efficiently update only the entities that matter in a given frame?

    - by lezebulon
    I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame on every entity. On the other hand, units that are not in view should still be updated and behave "normally." I'm assuming this is a fairly standard question; what would be a way to handle this situation?

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  • Problems moving a rectangle in Pygame.

    - by Yann Core
    Hi guys! I'm making a game in Pygame and I want to be able to target enemy unit. I made it so when I click on them a variable "targeted" becomes true, and stays true until I click somewhere else on the screen. I also want targeted units to have a small green circle around them, so I made it in GEDIT. I have made a function that draws everything on the screen (the background, the player, objects, etc) and in the part where it draws the units it checks if the variable "targeted" is true and if it is it should move that little green circle over the enemy units. here is the code that does that: screen.blit(enemy_unit.pic, enemy_unit.rect) #draw the unit if enemy_unit.targeted == True: #if the unit has been targeted then draw a circle over it target_rect.move_ip(enemy_unit.pos) #move the circle to the unit target_rect.fit(enemy_unit.rect) #there are some bigger units and some smaller ones, so we have to "scale" the circle screen.blit(target_pic, target_rect) #actually draw the circle This doesn't work, when I target the unit the circle just appears for a 1/5 of second next (not on, but just next) to the unit and then disappears. I am sure that I am keeping a good track of "enemy_unit.pos" because I tested it (I added a piece of code that would print one units position and mouse's position every time i clicked the mouse and when i was near him the numbers were same). If you could give me a hint about what I'm doing wrong. I think its in move_ip function, but I tried just move and it didn't work either (the circle didn't even show at all)!

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  • What is a good algorithm to distribute items with specific requirements?

    - by user66160
    I have to programmatically distribute a set of items to some entities, but there are rules both on the items and on the entities like so: Item one: 100 units, only entities from Foo Item two: 200 units, no restrictions Item three: 100 units, only entities that have Bar Entity one: Only items that have Baz Entity one hundred: No items that have Fubar I only need to be pointed in the right direction, I'll research and learn the suggested methods.

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  • create a class attribute without going through __setattr__

    - by eric.frederich
    Hello, What I have below is a class I made to easily store a bunch of data as attributes. They wind up getting stored in a dictionary. I override __getattr__ and __setattr__ to store and retrieve the values back in different types of units. When I started overriding __setattr__ I was having trouble creating that initial dicionary in the 2nd line of __init__ like so... super(MyDataFile, self).__setattr__('_data', {}) My question... Is there an easier way to create a class level attribute with going through __setattr__? Also, should I be concerned about keeping a separate dictionary or should I just store everything in self.__dict__? #!/usr/bin/env python from unitconverter import convert import re special_attribute_re = re.compile(r'(.+)__(.+)') class MyDataFile(object): def __init__(self, *args, **kwargs): super(MyDataFile, self).__init__(*args, **kwargs) super(MyDataFile, self).__setattr__('_data', {}) # # For attribute type access # def __setattr__(self, name, value): self._data[name] = value def __getattr__(self, name): if name in self._data: return self._data[name] match = special_attribute_re.match(name) if match: varname, units = match.groups() if varname in self._data: return self.getvaras(varname, units) raise AttributeError # # other methods # def getvaras(self, name, units): from_val, from_units = self._data[name] if from_units == units: return from_val return convert(from_val, from_units, units), units def __str__(self): return str(self._data) d = MyDataFile() print d # set like a dictionary or an attribute d.XYZ = 12.34, 'in' d.ABC = 76.54, 'ft' # get it back like a dictionary or an attribute print d.XYZ print d.ABC # get conversions using getvaras or using a specially formed attribute print d.getvaras('ABC', 'cm') print d.XYZ__mm

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  • Java Builder pattern with Generic type bounds

    - by I82Much
    Hi all, I'm attempting to create a class with many parameters, using a Builder pattern rather than telescoping constructors. I'm doing this in the way described by Joshua Bloch's Effective Java, having private constructor on the enclosing class, and a public static Builder class. The Builder class ensures the object is in a consistent state before calling build(), at which point it delegates the construction of the enclosing object to the private constructor. Thus public class Foo { // Many variables private Foo(Builder b) { // Use all of b's variables to initialize self } public static final class Builder { public Builder(/* required variables */) { } public Builder var1(Var var) { // set it return this; } public Foo build() { return new Foo(this); } } } I then want to add type bounds to some of the variables, and thus need to parametrize the class definition. I want the bounds of the Foo class to be the same as that of the Builder class. public class Foo<Q extends Quantity> { private final Unit<Q> units; // Many variables private Foo(Builder<Q> b) { // Use all of b's variables to initialize self } public static final class Builder<Q extends Quantity> { private Unit<Q> units; public Builder(/* required variables */) { } public Builder units(Unit<Q> units) { this.units = units; return this; } public Foo build() { return new Foo<Q>(this); } } } This compiles fine, but the compiler is allowing me to do things I feel should be compiler errors. E.g. public static final Foo.Builder<Acceleration> x_Body_AccelField = new Foo.Builder<Acceleration>() .units(SI.METER) .build(); Here the units argument is not Unit<Acceleration> but Unit<Length>, but it is still accepted by the compiler. What am I doing wrong here? I want to ensure at compile time that the unit types match up correctly.

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  • Ubuntu 12.04 boot degraded raid

    - by beacon_bonanza
    I've installed Ubuntu 12.04.1 in a new server and set up the 4 hard drives with 3 RAID 1 devices, the configuration is such that the first two drives have md0 (swap space) and md1 (/) with the third and fourth drives having md2 (/var). I've been testing the operation under a drive failure and found that the system boots fine if I remove disk two but if I remove disk one then the system gets to grub and then just restarts. I'm confused as to why grub appears to be loading properly from disk two but then the boot fails. I've tried to copy the MBR from disk 1 to 2: dd if=/dev/sda of=/dev/sdb bs=512 count=1 but this didn't make a difference. Any ideas how to get it to boot from just the second disk? fdisk -l Disk /dev/sda: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000ccfa5 Device Boot Start End Blocks Id System /dev/sda1 2048 31250431 15624192 fd Linux RAID autodetect /dev/sda2 * 31250432 3907028991 1937889280 fd Linux RAID autodetect Disk /dev/sdb: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000ccfa5 Device Boot Start End Blocks Id System /dev/sdb1 2048 31250431 15624192 fd Linux RAID autodetect /dev/sdb2 * 31250432 3907028991 1937889280 fd Linux RAID autodetect Disk /dev/sdd: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00035b05 Device Boot Start End Blocks Id System /dev/sdd1 2048 3907028991 1953513472 fd Linux RAID autodetect Disk /dev/sdc: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000c73aa Device Boot Start End Blocks Id System /dev/sdc1 2048 3907028991 1953513472 fd Linux RAID autodetect Disk /dev/md1: 1984.3 GB, 1984264208384 bytes 2 heads, 4 sectors/track, 484439504 cylinders, total 3875516032 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/md2: 2000.3 GB, 2000263380992 bytes 2 heads, 4 sectors/track, 488345552 cylinders, total 3906764416 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/md0: 16.0 GB, 15990652928 bytes 2 heads, 4 sectors/track, 3903968 cylinders, total 31231744 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000

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