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  • Can I move a copy of Windows 7 from one machine to another?

    - by Chopper3
    This is a pretty basic question sorry but I've looked in the 'related questions' and couldn't find an answer. When Windows 7 came out I bought a copy of Home Premium, the retail box with both 32 and 64 bit versions, to install via Boot Camp on my macbook. I've just got a retail (32 and 64 bit) copy of Windows 7 Ultimate that I'd like to install instead-of/over the Home Premium version and it struck me that I should, at least in principal be able to install the Home Premium version on my son's machine - is this the case and if so is there anything I should do first or once they're installed to let MS know I'm being a good guy about this? Sorry it's such a dim question but I'm a serverfault guy really and know very little about Windows. Thanks.

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  • Hard disk failure. Can I recover my "move"d folders?

    - by Doug
    I am in the process of moving all my files from an old laptop to new one. I just moved 11gb of data from my old laptop to a hard drive (external) and then upon moving it out to the new hard drive, the hard drive is getting a CRC (Data Error (Cyclic Redundancy Check). Now I am looking for a solution to recover the files that I moved on my old laptop (not the external). I understand they they are just marked for potential overwriting to free up space. I was getting ready to test out GetDataBack, but it says to install it on a healthy windows and use the recover-needed drive as an external. However, I don't want to turn off my computer without first getting the okay since it is in a "moved" state. Please help! What can I do to recover the Moved files. I haven't touched the computer since it has been moved. What can I use to recover them?

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  • Move email off Small Business Server to Google Apps, retain other SBS functions?

    - by Paul S.
    Recently, an in-house Microsoft Small Business Server 2011 was installed where I work. Unfortunately, our buildings have a bad electrical power supply and we suffer frequent outages. We have a large percentage of staff working off-site. Now when the power goes off here, everyone everywhere loses email functionality. I have been assigned to research the possibility of routing our email to Google Apps while maintaining LAN functions on the SBS. I haven't worked with Microsoft products for several years now, so do not know how SBS is structured. Can anyone here tell me if this is possible, or point me to good resources that explain our options?

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  • Is there an application that will move an active window to the system tray without minimizing it

    - by Robert
    I have an active application (lets say an instant messaging client) whose buddy list I have up (active) on one side of my screen at all times in Windows 7. I would like to remove that icon from the taskbar either by moving it to the system tray (as happens when the app is minimized) or by just removing it altogether. To be clear: I do not want to minimize the window to the system tray (as described in Windows app to hide application from taskbar) I want to keep the window its NORMAL size and location and just get rid of the taskbar icon for the app. I'm looking for any tool, third party, native, registry hack, to accomplish this.

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  • Can I move files from a laptop hard drive with a corrupt sector to a USB hard drive?

    - by Corey
    I have a hard drive that is on its way out and won't boot to Windows 7. The Windows partition takes up the whole disk. I thought I would try to recover some recent files that hadn't been backed up. Assuming the files are recoverable, how can I explore the drive that has the corrupt sector and transfer files to a USB hard drive? If it helps, the laptop is able to see the USB drive when choosing a boot order. Some searching lead me to WinPE 3.0, part of the Windows Automated Install Kit. Is that a method?

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  • How to backup/restore IIS 5.1 or move to another machine?

    - by mickeyf
    We have a web based application that run on an Intranet. For various reasons, we are constrained to using Win XP and the version of IIS that ships with it, 5.1. http://support.microsoft.com/kb/325889 talks about backing up IIS, but the sentence: "This backup method does not work if you reinstall your operating system." makes me nervous. Our main reason for backing up is in the event of catastrophic failure, which would certainly mean reinstalling the operating system. I imagine there must be a fairly painless mechanism for backing up and restoring to a fresh machine (or moving to a different one), but I have not found it. Also this is instructions for manually backing up. An automated process would be even better. thanks!

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  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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  • Unnamed Refactoring

    - by Liam McLennan
    This post is a message in a bottle. It cast it into the sea in the hope that it will one day return to me, stuffed to the cork with enlightenment. Yesterday I  tweeted, what is the name of the pattern where you replace a multi-way conditional with an associative array? I said ‘pattern’ but I meant ‘refactoring’. Anyway, no one replied so I will describe the refactoring here. Programmers tend to think imperatively, which leads to code such as: public int GetPopulation(string country) { if (country == "Australia") { return 22360793; } else if (country == "China") { return 1324655000; } else if (country == "Switzerland") { return 7782900; } else { throw new Exception("What ain't no country I ever heard of. They speak English in what?"); } } which is horrid. We can write a cleaner version, replacing the multi-way conditional with an associative array, treating the conditional as data: public int GetPopulation(string country) { if (!Populations.ContainsKey(country)) throw new Exception("The population of " + country + " could not be found."); return Populations[country]; } private Dictionary<string, int> Populations { get { return new Dictionary<string, int> { {"Australia", 22360793}, {"China", 1324655000}, {"Switzerland", 7782900} }; } } Does this refactoring already have a name? Otherwise, I propose Replace multi-way conditional with associative array

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  • Using Bullet physics engine to find the moment of object contact before penetration

    - by MooMoo
    I would like to use Bullet Physics engine to simulate the objects in 3D world. One of the objects in the world will move using the position from 3D mouse control. I will call it "Mouse Object" and any object in the world as "Object A" I define the time before "mouse object" and "Object A" collide as t-1 The time "mouse object" penetrate "Object A" as t Now there is a problem about rendering the scene because when I move the mouse very fast, "Mouse object" will reside in "Object A" before "Object A" start to move. I would like the "Mouse Object" to stop right away attach to the "Object A". Also If the "Object A" move, the "Mouse object" should move following (attach) the "Object A" without stop at the first collision take place. This is what i did I find the position of the "Mouse Object" at time t-1 and time t. I will name it as pos(t-1) and pos(t) The contact time will be sometime between t-1 to t, which the time of contact I name it as t_contact, therefore the contact position (without penetration) between "Mouse object" and "Object A" will be pos(t_contact) then I create multiple "Mouse object"s using this equation pos[n] = pos(t-1) * C * ( pos(t) - pos(t-1) ) where 0 <= C <= 1 if I choose C = 0.1, 0.2, 0.3,0.4..... 1.0, I will get pos[n] for 10 values Then I test collision for all of these 10 "Mouse Objects" and choose the one that seperate between "no collision" and "collision". I feel this method is super non-efficient. I am not sure the way other people find the time-of-contact or the position-of-contact when "Object A" can move.

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  • How to move the Windows 7 bootloader to the Windows 7 partition?

    - by pauldoo
    I recently installed Windows 7 in a triple boot setup alongside XP and Linux. When I was finished and was in the process of restoring the bootloader for Linux I discovered something strange about what Windows 7 had done. I discovered that Windows 7 had not installed a bootloader to it's own partition, and instead had instead set up a bootloader on the pre-existing XP partition that offers a choice between 7 and XP. This behaviour has been noticed by others. Now my booting is slightly odd. I have GRUB on the MBR which lets me choose between Linux and Windows. When I select Windows I have Grub boot to the XP partition where I get the 2nd choice between 7 and XP. Why doesn't the Windows 7 installer put the Windows 7 bootloader on the Windows 7 partition like all previous MS OSs? This is now going to be a real problem for me, as I now want to wipe the XP partition and install something else there (probably another non-MS OS). How can I move the bootloader for Windows 7 onto the Windows 7 partition, thus making it bootable and allowing me to safely wipe the XP partition?

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  • Sql Server Backup and move backup file: How to cope with file permissions?

    - by Stefan Steinegger
    With our product we have a simple backup tool for the sql server database. This tool should just make a full backup and restore to and from any folder. Of course, the user (usually an administrator) needs permission to write to the target folder. To avoid the problem of not being able to perform a backup to a network drive, I write the backup to a temp file in the Sql Server backup directory. Then I move it to the target folder. This requires permission to delete the temporary file from the sql servers backup folder. Restore is the same in the other direction. This seemed to work fine until someone tested it on vista, where the user does not have write access to the backup folder by default. So there are many solutions to solve this, but none of them seemed to be really nice. One solution would be to find another folder for the temporary file. Both the sql server user as well as the administrator performing the backup need read and write permissions. Is there such a directory? Any other ideas? Thanks a lot.

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  • JSLINT error: Move all 'var' declarations to the top of the function.

    - by Oleg Yaroshevych
    JSLINT site updated, and I cannot check JS scripts anymore. For me, this warning is not critical, and I don't want to go through thousands of lines to fix this, I want to find more critical problems. Does anybody know how to turn off this error, or use legacy JSLINT? UPDATE Example: function doSomethingWithNodes(nodes){ this.doSomething(); for (var i = 0; i < nodes.length; ++i){ this.doSomethingElse(nodes[i]); } doSomething(); // want to find this problem } jslint.com output: Error: Problem at line 4 character 8: Move all 'var' declarations to the top of the function. for (var i = 0; i < nodes.length; ++i){ Problem at line 4 character 8: Stopping, unable to continue. (44% scanned). Problem: Having variables on top of the functions is new requirement. I cannot use JSLINT to test code, because it stops scanning script on this error. I have a lot of code, and do not want to threat this warning as critical error.

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  • How can I move TinyMCE's toolbar into a modal popup?

    - by Nate Wagar
    I'm using TinyMCE & jQuery and am having a problem moving TinyMCE's external toolbar to another location in the DOM. To further complicate things, there are multiple TinyMCE instances on the page. I only want the toolbar for the one that's currently being edited. Here's some sample code: $(textarea).tinymce({ setup: function(ed) {setupMCEToolbar(ed, componentID, displaySettingsPane)} ,script_url: '/clubs/data/shared/scripts/tiny_mce/tiny_mce.js' ,theme : "advanced" ,plugins : "safari,pagebreak,style,layer,table,save,advhr,advimage,advlink,emotions,iespell,inlinepopups,insertdatetime,preview,media,searchreplace,print,contextmenu,paste,directionality,fullscreen,noneditable,visualchars,nonbreaking,xhtmlxtras,template" ,theme_advanced_buttons1 : "save,newdocument,|,bold,italic,underline,strikethrough,|,justifyleft,justifycenter,justifyright,justifyfull,styleselect,formatselect,fontselect,fontsizeselect" ,theme_advanced_buttons2 : "cut,copy,paste,pastetext,pasteword,|,search,replace,|,bullist,numlist,|,outdent,indent,blockquote,|,undo,redo,|,link,unlink,anchor,image,cleanup,help,code,|,insertdate,inserttime,preview,|,forecolor,backcolor" ,theme_advanced_buttons3 : "tablecontrols,|,hr,removeformat,visualaid,|,sub,sup,|,charmap,emotions,iespell,media,advhr,|,print,|,ltr,rtl,|,fullscreen" ,theme_advanced_buttons4 : "insertlayer,moveforward,movebackward,absolute,|,styleprops,|,cite,abbr,acronym,del,ins,attribs,|,visualchars,nonbreaking,template,pagebreak" ,theme_advanced_toolbar_location : "external" ,theme_advanced_toolbar_align : "left" ,theme_advanced_statusbar_location : "bottom" ,theme_advanced_resizing : true }); var setupMCEToolbar = function (mce, componentID, displaySettingsPane) { mce.onClick.add(function(ed,e){ displaySettingsPane($('#' + componentID)); $('#' + componentID).fetch('.mceExternalToolbar').eq(0).appendTo('#settingsPaneContent'); }); } Basically, it seems as though the setupMCEToolbar function cannot track down the mceExternalToolbar to move it. Has anyone ever had success trying to do something like this? EDIT It's a Monday alright... it couldn't find the external toolbar because I was using children() instead of fetch(). There's still an issue in that: 1) Moving it is incredibly slow and 2) Once it moves, TinyMCE breaks. EDIT 2 A bit more clarification: The modal is draggable, thus making any purely-CSS workarounds a bit awkward...

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  • Is it good choice to move a Sublayer around a view using UIPanGestureRecognizer?

    - by Pranjal Bikash Das
    I have a CALayer and as sublayer to this CALayer i have added an imageLayer which contains an image of resolution 276x183. I added a UIPanGestureRecognizer to the main view and calculation the coordinates of the CALayer as follows: - (void)panned:(UIPanGestureRecognizer *)sender{ subLayer.frame=CGRectMake([sender locationInView:self.view].x-138, [sender locationInView:self.view].y-92, 276, 183); } in viedDidLoad i have: subLayer.backgroundColor=[UIColor whiteColor].CGColor; subLayer.frame=CGRectMake(22, 33, 276, 183); imageLayer.contents=(id)[UIImage imageNamed:@"A.jpg"].CGImage; imageLayer.frame=subLayer.bounds; imageLayer.masksToBounds=YES; imageLayer.cornerRadius=15.0; subLayer.shadowColor=[UIColor blackColor].CGColor; subLayer.cornerRadius=15.0; subLayer.shadowOpacity=0.8; subLayer.shadowOffset=CGSizeMake(0, 3); [subLayer addSublayer:imageLayer]; [self.view.layer addSublayer:subLayer]; It is giving desired output but a bit slow in the simulator. I have not yet tested it in Device. so my question is - Is it OK to move a CALayer containing an image??

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  • How can I get an NPC to move randomly in XNA?

    - by Fishwaffles
    I basically want a character to walk in one direction for a while, stop, then go in another random direction. Right now my sprites look but don't move, randomly very quickly in all directions then wait and have another seizure. I will post the code I have so far in case that is useful. class NPC: Mover { int movementTimer = 0; public override Vector2 direction { get { Random rand = new Random(); int randDirection = rand.Next(8); Vector2 inputDirection = Vector2.Zero; if (movementTimer >= 50) { if (randDirection == 4) { inputDirection.X -= 1; movingLeft = true; } else movingLeft = false; if (randDirection == 1) { inputDirection.X += 1; movingRight = true; } else movingRight = false; if (randDirection == 2) { inputDirection.Y -= 1; movingUp = true; } else movingUp = false; if (randDirection == 3) { inputDirection.Y += 25; movingDown = true; } else movingDown = false; if (movementTimer >= 100) { movementTimer = 0; } } return inputDirection * speed; } } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerframe) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerframe) { } public override void Update(GameTime gameTime, Rectangle clientBounds) { movementTimer++; position += direction; if (position.X < 0) position.X = 0; if (position.Y < 0) position.Y = 0; if (position.X > clientBounds.Width - frameSize.X) position.X = clientBounds.Width - frameSize.X; if (position.Y > clientBounds.Height - frameSize.Y) position.Y = clientBounds.Height - frameSize.Y; base.Update(gameTime, clientBounds); } }

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  • CSS: how to move element from one column to another one without changing the html ?

    - by Patrick
    hi, I'm using css to edit the content of a page (NB. I cannot edit html code). I have 2 columns div1, div2. Each columns have several children (containing text). If the block has 2 or more lines of text all successive content is automatically moved down. I need to move a chidlren from the first column to the second one, in the middle. I was considering to use absolute positioning but then I realize how children are not anymore moving down as the number of text lines increases. How can I solve this ? <div id=div1> <div> blabla </div> <div> blabla </div> <div> blabla </div> </div> <div id=div2> <div> blabla </div> <div> blabla </div> <div> blabla </div> </div> thanks

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  • I need to move a dived CSS module into the center of the page...

    - by JackMcE
    I'm building a website for someone and they wanted the text and bulk of the information to be centered on the page. Problem is I can get everything contained in a tag and then assign the class, but I can't get the whole thing to center. It always hangs to the left even if I apply centering to the div class. I guess you could say that it is stuck on the left side of the page when I want everything to be centered. I would just make everything format larger but they want some space left in the background for the color and maybe some imagery later on. They haven't made up their minds. If you want to take a look here is the link where I'm building or testing stuff. I know the header and such needs to be re proportioned to fit with everything, but just as a frame of reference. Don't worry about the header, just know that I want the white text information area with the purple border to stay the same size, but just move to the center and if some one could tell me how to do that I would appreciate it greatly.

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  • Weird CSS behavior... removing a 1px border makes <DIV> move about 20px

    - by John
    I have the following: CSS #pageBody { height: 500px; padding:0; margin:0; /*border: 1px solid #00ff00;*/ } #pageContent { height:460px; margin-left:35px; margin-right:35px; margin-top:30px; margin-bottom:30px; padding:0px 0 0 0; } HTML <div id="pageBody"> <div id="pageContent"> <p> blah blah blah </p> </div> </div> </div> If I uncomment the border line in pageBody, everything fits sweetly... I had the border on to verify things were as expected. But removing the border, pageBody drops down the page about 20px, while pageContent does not appear to move at all. Now this is not the real page, but a subset. If nothing's obvious I can attempt to generate a working minimal sample, but I thought there might be an easy quick answer first. I see the same exact problem in Chrome and IE8, suggesting it's me not the browser. Any tips where to look? I wondered maybe the 1px border was some tipping point making the contents of a div just too big, but changing #pageContent height to e.g 400 makes no difference, other than clipping the bottom off that div.

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  • Dojo extending dojo.dnd.Source, move not happening. Ideas?

    - by Soulhuntre
    Hey all, Ok... I have a simple dojo page with the bare essentials. Three UL's with some LI's in them. The idea si to allow drag-n-drop among them but if any UL goes empty due to the last item being dragged out, I will put up a message to the user to gie them some instructions. In order to do that, I wanted to extend the dojo.dnd.Source dijit and add some intelligence. It seemed easy enough. To keep things simple (I am loading Dojo from a CDN) I am simply declating my extension as opposed to doing full on module load. The declaration function is here... function declare_mockupSmartDndUl(){ dojo.require("dojo.dnd.Source"); dojo.provide("mockup.SmartDndUl"); dojo.declare("mockup.SmartDndUl", dojo.dnd.Source, { markupFactory: function(params, node){ //params._skipStartup = true; return new mockup.SmartDndUl(node, params); }, onDndDrop: function(source, nodes, copy){ console.debug('onDndDrop!'); if(this == source){ // reordering items console.debug('moving items from us'); // DO SOMETHING HERE }else{ // moving items to us console.debug('moving items to us'); // DO SOMETHING HERE } console.debug('this = ' + this ); console.debug('source = ' + source ); console.debug('nodes = ' + nodes); console.debug('copy = ' + copy); return dojo.dnd.Source.prototype.onDndDrop.call(this, source, nodes, copy); } }); } I have a init function to use this to decorate the lists... dojo.addOnLoad(function(){ declare_mockupSmartDndUl(); if(dojo.byId('list1')){ //new mockup.SmartDndUl(dojo.byId('list1')); new dojo.dnd.Source(dojo.byId('list1')); } if(dojo.byId('list2')){ new mockup.SmartDndUl(dojo.byId('list2')); //new dojo.dnd.Source(dojo.byId('list2')); } if(dojo.byId('list3')){ new mockup.SmartDndUl(dojo.byId('list3')); //new dojo.dnd.Source(dojo.byId('list3')); } }); It is fine as far as it goes, you will notice I left "list1" as a standard dojo dnd source for testing. The problem is this - list1 will happily accept items from lists 2 & 3 who will move or copy as apprriate. However lists 2 & 3 refuce to accept items from list1. It is as if the DND operation is being cancelled, but the debugger does show the dojo.dnd.Source.prototype.onDndDrop.call happening, and the paramaters do look ok to me. Now, the documentation here is really weak, so the example I took some of this from may be way out of date (I am using 1.4). Can anyone fill me in on what might be the issue with my extension dijit? Thanks!

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  • Car-like Physics - Basic Maths to Simulate Steering

    - by Reanimation
    As my program stands I have a cube which I can control using keyboard input. I can make it move left, right, up, down, back, fourth along the axis only. I can also rotate the cube either left or right; all the translations and rotations are implemented using glm. if (keys[VK_LEFT]) //move cube along xAxis negative { globalPos.x -= moveCube; keys[VK_RIGHT] = false; } if (keys[VK_RIGHT]) //move cube along xAxis positive { globalPos.x += moveCube; keys[VK_LEFT] = false; } if (keys[VK_UP]) //move cube along yAxis positive { globalPos.y += moveCube; keys[VK_DOWN] = false; } if (keys[VK_DOWN]) //move cube along yAxis negative { globalPos.y -= moveCube; keys[VK_UP] = false; } if (FORWARD) //W - move cube along zAxis positive { globalPos.z += moveCube; BACKWARD = false; } if (BACKWARD) //S- move cube along zAxis negative { globalPos.z -= moveCube; FORWARD = false; } if (ROT_LEFT) //rotate cube left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT) //rotate cube right { rotX -=0.01f; ROT_RIGHT = false; } I render the cube using this function which handles the shader and position on screen: void renderMovingCube(){ glUseProgram(myShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(myShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin,camLookingAt,camNormalXYZ); ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos); ModelViewMatrix = glm::rotate(ModelViewMatrix,rotX, glm::vec3(0,1,0)); //manually rotate glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); movingCube.render(); glUseProgram(0); } The glm::lookAt function always points to the screens centre (0,0,0). The globalPos is a glm::vec3 globalPos(0,0,0); so when the program executes, renders the cube in the centre of the screens viewing matrix; the keyboard inputs above adjust the globalPos of the moving cube. The glm::rotate is the function used to rotate manually. My question is, how can I make the cube go forwards depending on what direction the cube is facing.... ie, once I've rotated the cube a few degrees using glm, the forwards direction, relative to the cube, is no longer on the z-Axis... how can I store the forwards direction and then use that to navigate forwards no matter what way it is facing? (either using vectors that can be applied to my code or some handy maths). Thanks.

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  • C++ linked list based tree structure. Sanely move nodes between lists.

    - by krunk
    The requirements: Each Node in the list must contain a reference to its previous sibling Each Node in the list must contain a reference to its next sibling Each Node may have a list of child nodes Each child Node must have a reference to its parent node Basically what we have is a tree structure of arbitrary depth and length. Something like: -root(NULL) --Node1 ----ChildNode1 ------ChildOfChild --------AnotherChild ----ChildNode2 --Node2 ----ChildNode1 ------ChildOfChild ----ChildNode2 ------ChildOfChild --Node3 ----ChildNode1 ----ChildNode2 Given any individual node, you need to be able to either traverse its siblings. the children, or up the tree to the root node. A Node ends up looking something like this: class Node { Node* previoius; Node* next; Node* child; Node* parent; } I have a container class that stores these and provides STL iterators. It performs your typical linked list accessors. So insertAfter looks like: void insertAfter(Node* after, Node* newNode) { Node* next = after->next; after->next = newNode; newNode->previous = after; next->previous = newNode; newNode->next = next; newNode->parent = after->parent; } That's the setup, now for the question. How would one move a node (and its children etc) to another list without leaving the previous list dangling? For example, if Node* myNode exists in ListOne and I want to append it to listTwo. Using pointers, listOne is left with a hole in its list since the next and previous pointers are changed. One solution is pass by value of the appended Node. So our insertAfter method would become: void insertAfter(Node* after, Node newNode); This seems like an awkward syntax. Another option is doing the copying internally, so you'd have: void insertAfter(Node* after, const Node* newNode) { Node *new_node = new Node(*newNode); Node* next = after->next; after->next = new_node; new_node->previous = after; next->previous = new_node; new_node->next = next; new_node->parent = after->parent; } Finally, you might create a moveNode method for moving and prevent raw insertion or appending of a node that already has been assigned siblings and parents. // default pointer value is 0 in constructor and a operator bool(..) // is defined for the Node bool isInList(const Node* node) const { return (node->previous || node->next || node->parent); } // then in insertAfter and friends if(isInList(newNode) // throw some error and bail I thought I'd toss this out there and see what folks came up with.

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  • [iPhone Obj-C] How to move a label with the wave of the iPhone?

    - by Didi
    The code below is from the book Beginning iPhone 3 Development, chapter 15, using the accelerometer to control a ball. I want to use a label instead of the ball, and only move in the x direction. However, I donno how to revise the code to achieve this goal. Can anyone please help me? THX so much!!!! (id)initWithCoder:(NSCoder *)coder { if (self = [super initWithCoder:coder]) { self.image = [UIImage imageNamed:@"ball.png"]; self.currentPoint = CGPointMake((self.bounds.size.width / 2.0f) + (image.size.width / 2.0f), (self.bounds.size.height / 2.0f) + (image.size.height / 2.0f)); ballXVelocity = 0.0f; ballYVelocity = 0.0f; } return self; } (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } (void)drawRect:(CGRect)rect { // Drawing code [image drawAtPoint:currentPoint]; } (void)dealloc { [image release]; [acceleration release]; [super dealloc]; } //#pragma mark - - (CGPoint)currentPoint { return currentPoint; } - (void)setCurrentPoint:(CGPoint)newPoint { previousPoint = currentPoint; currentPoint = newPoint; if (currentPoint.x < 0) { currentPoint.x = 0; //ballXVelocity = 0; ballXVelocity = - (ballXVelocity / 2.0); } if (currentPoint.y < 0){ currentPoint.y = 0; //ballYVelocity = 0; ballYVelocity = - (ballYVelocity / 2.0); } if (currentPoint.x > self.bounds.size.width - image.size.width) { currentPoint.x = self.bounds.size.width - image.size.width; //ballXVelocity = 0; ballXVelocity = - (ballXVelocity / 2.0); } if (currentPoint.y > self.bounds.size.height - image.size.height) { currentPoint.y = self.bounds.size.height - image.size.height; //ballYVelocity = 0; ballYVelocity = - (ballYVelocity / 2.0); } CGRect currentImageRect = CGRectMake(currentPoint.x, currentPoint.y, currentPoint.x + image.size.width, currentPoint.y + image.size.height); CGRect previousImageRect = CGRectMake(previousPoint.x, previousPoint.y, previousPoint.x + image.size.width, currentPoint.y + image.size.width); [self setNeedsDisplayInRect:CGRectUnion(currentImageRect, previousImageRect)]; } (void)draw { static NSDate *lastDrawTime; if (lastDrawTime != nil) { NSTimeInterval secondsSinceLastDraw = -([lastDrawTime timeIntervalSinceNow]); ballYVelocity = ballYVelocity + -(acceleration.y * secondsSinceLastDraw); ballXVelocity = ballXVelocity + acceleration.x * secondsSinceLastDraw; CGFloat xAcceleration = secondsSinceLastDraw * ballXVelocity * 500; CGFloat yAcceleration = secondsSinceLastDraw * ballYVelocity * 500; self.currentPoint = CGPointMake(self.currentPoint.x + xAcceleration, self.currentPoint.y +yAcceleration); } // Update last time with current time [lastDrawTime release]; lastDrawTime = [[NSDate alloc] init]; }

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  • Move an object in the direction of a bezier curve?

    - by Sent1nel
    I have an object with which I would like to make follow a bezier curve and am a little lost right now as to how to make it do that based on time rather than the points that make up the curve. .::Current System::. Each object in my scene graph is made from position, rotation and scale vectors. These vectors are used to form their corresponding matrices: scale, rotation and translation. Which are then multiplied in that order to form the local transform matrix. A world transform (Usually the identity matrix) is then multiplied against the local matrix transform. class CObject { public: // Local transform functions Matrix4f GetLocalTransform() const; void SetPosition(const Vector3f& pos); void SetRotation(const Vector3f& rot); void SetScale(const Vector3f& scale); // Local transform Matrix4f m_local; Vector3f m_localPostion; Vector3f m_localRotation; // rotation in degrees (xrot, yrot, zrot) Vector3f m_localScale; } Matrix4f CObject::GetLocalTransform() { Matrix4f out(Matrix4f::IDENTITY); Matrix4f scale(), rotation(), translation(); scale.SetScale(m_localScale); rotation.SetRotationDegrees(m_localRotation); translation.SetTranslation(m_localTranslation); out = scale * rotation * translation; } The big question I have are 1) How do I orientate my object to face the tangent of the Bezier curve? 2) How do I move that object along the curve without just setting objects position to that of a point on the bezier cuve? Heres an overview of the function thus far void CNodeControllerPieceWise::AnimateNode(CObject* pSpatial, double deltaTime) { // Get object latest pos. Vector3f posDelta = pSpatial->GetWorldTransform().GetTranslation(); // Get postion on curve Vector3f pos = curve.GetPosition(m_t); // Get tangent of curve Vector3f tangent = curve.GetFirstDerivative(m_t); } Edit: sorry its not very clear. I've been working on this for ages and its making my brain turn to mush. I want the object to be attached to the curve and face the direction of the curve. As for movement, I want to object to follow the curve based on the time this way it creates smooth movement throughout the curve.

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  • Why does my performance slow to a crawl I move methods into a base class?

    - by Juliet
    I'm writing different implementations of immutable binary trees in C#, and I wanted my trees to inherit some common methods from a base class. However, I find. I have lots of binary tree data structures to implement, and I wanted move some common methods into in a base binary tree class. Unfortunately, classes which derive from the base class are abysmally slow. Non-derived classes perform adequately. Here are two nearly identical implementations of an AVL tree to demonstrate: AvlTree: http://pastebin.com/V4WWUAyT DerivedAvlTree: http://pastebin.com/PussQDmN The two trees have the exact same code, but I've moved the DerivedAvlTree.Insert method in base class. Here's a test app: using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using Juliet.Collections.Immutable; namespace ConsoleApplication1 { class Program { const int VALUE_COUNT = 5000; static void Main(string[] args) { var avlTreeTimes = TimeIt(TestAvlTree); var derivedAvlTreeTimes = TimeIt(TestDerivedAvlTree); Console.WriteLine("avlTreeTimes: {0}, derivedAvlTreeTimes: {1}", avlTreeTimes, derivedAvlTreeTimes); } static double TimeIt(Func<int, int> f) { var seeds = new int[] { 314159265, 271828183, 231406926, 141421356, 161803399, 266514414, 15485867, 122949829, 198491329, 42 }; var times = new List<double>(); foreach (int seed in seeds) { var sw = Stopwatch.StartNew(); f(seed); sw.Stop(); times.Add(sw.Elapsed.TotalMilliseconds); } // throwing away top and bottom results times.Sort(); times.RemoveAt(0); times.RemoveAt(times.Count - 1); return times.Average(); } static int TestAvlTree(int seed) { var rnd = new System.Random(seed); var avlTree = AvlTree<double>.Create((x, y) => x.CompareTo(y)); for (int i = 0; i < VALUE_COUNT; i++) { avlTree = avlTree.Insert(rnd.NextDouble()); } return avlTree.Count; } static int TestDerivedAvlTree(int seed) { var rnd = new System.Random(seed); var avlTree2 = DerivedAvlTree<double>.Create((x, y) => x.CompareTo(y)); for (int i = 0; i < VALUE_COUNT; i++) { avlTree2 = avlTree2.Insert(rnd.NextDouble()); } return avlTree2.Count; } } } AvlTree: inserts 5000 items in 121 ms DerivedAvlTree: inserts 5000 items in 2182 ms My profiler indicates that the program spends an inordinate amount of time in BaseBinaryTree.Insert. Anyone whose interested can see the EQATEC log file I've created with the code above (you'll need EQATEC profiler to make sense of file). I really want to use a common base class for all of my binary trees, but I can't do that if performance will suffer. What causes my DerivedAvlTree to perform so badly, and what can I do to fix it?

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