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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • Linux Books For Windows/C++ Programmers?

    - by John Dibling
    I'm a Windows C++ programmer with a great deal of experience, and I'm looking for book recommendations to get up to speed with programming in Linux (specifically RHE 6). Ideally, I'd like a book geared specifically to my needs. Something along the lines of "Linux C++ Programming for Windows Experts" would be nice. :) I'm open to any recommendations you have. My domain is primarily financial market data servers (no GUIs) and simple console apps. I do a lot of multithreading, a lot of networking, not a lot of user interface stuff. I know C++0x, but our production codebase can only use C++. Thanks for your recommendations for books and/or resources!

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  • Run your cpus fast but not hot

    - by John Paul Cook
    Paul Randall recently blogged about the importance of checking to make sure you are getting every bit of speed you should from your cpus. He recommended that people use CPU-Z , a free tool I recommend and have been using for many years. Power saving features in a cpu are great for laptops. Battery life is greatly extended when a processor isn't running to the max all of the time. But this isn't necessarily a good thing for a server. As Paul and others have pointed out, the processor might not get...(read more)

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  • What does Apache's "Require all granted" really do?

    - by John Crawford
    I've just update my Apache server to Apache/2.4.6 which is running under Ubuntu 13.04. I used to have a vhost file that had the following: <Directory "/home/john/development/foobar/web"> AllowOverride All </Directory> But when I ran that I got a "Forbidden. You don't have permission to access /" After doing a little bit of googling I found out that to get my site working again I needed to add the following line "Require all granted" so that my vhost looked like this: <Directory "/home/john/development/foobar/web"> AllowOverride All Require all granted </Directory> I want to know if this is "safe" and does not bring in any security issues. I read on Apache's page that this "mimics the functionality the was previously provided by the 'Allow from all' and 'Deny from all' directives. This provider can take one of two arguments which are 'granted' or 'denied'. The following examples will grant or deny access to all requests." But it didn't say if this was a security issue of some sort or why we now have to do it when in the past you did not have to.

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  • Problem installing from Ubuntu 12.04.1 LTS 32bit cd

    - by John Smith
    Older laptop currently running xp, only 128mb ram too. Is 128 just too small? But, 20+ gigs free hard drive and it's been defragmented. When I try to install Ubuntu from a CD I get the screen that says ubuntu and has the four red dots and then eventually goes blank and I just hear hard drive noises. Stays this way indefinitely (shut it off after half a day). Burned another cd, at slow writing speed too, and dl is from Ubuntu and get same result. Any help much appreciated!

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  • Why is the server performance so poor? What can be done to improve the speed of the server?

    - by fslsyed
    Very slow processing using Windows Server2008 R2 Standard with Service Pack One. Situation: Read a text file using the text data to populate a series of MS Sql tables. The converted data is used to generate monthly PDF invoice files; the PDF files are saved directly to the hard drive. The application is multi-threading with one thread used for the text conversion and three threads for PDF invoice generation. The text conversion is occurring concurrently with the invoice generation. Application Software: C# using Microsoft Visual Studio 2010 Ultimate. Crystal Report Writer 2011 with runtime 13_0_3 64 bit version. Targeted platform is x64; also tested as x86, and Any CPU with similar results. Microsoft .NET Framework 4.0. Microsoft Sql 2008 Issue: The software is running very slowly. The conversion of the text file is approximately six hundred fifty records per second and generation of the PDF files is approximately twelve invoices per minute. The text file to be converted is six hundred Meg with seven thousand invoices to be generated. The software was installed on three different machines from the same distribution files. The same text file was converted on each machine. The user executing the application was an administrator on each machine. The only variances were the machine and operating system. The configurations are as follows: Server: Operating System: Windows Server2008 R2 Standard 64-bit (6.1, Build7601) SP1 Service Pack: System Manufacturer: IBM System Model: System x3550 M3-[7944AC1]- BIOS: Default System BIOS Processor: Intel® Xeon® CPU E5620@ 2.4GHz (16 CPUs) Memory: 16384MB Notebook: Operating System: Windows 7 Home Premium Standard 64-bit (6.1, Build7601) System Manufacturer: Hewlett-Packard System Model: HP Pavilion dv7 Notebook PC BIOS: Default System BIOS Processor: AMD Phenom II N640 Dual-Core Processor 2.9GHz (2 CPUs) Memory: 6144MB Desktop: Operating System: Windows 7 Professional 64-bit (6.1, Build7601) SP1 System Manufacturer: Dell Inc. System Model: OptiPlex 960 BIOS: Phoenix ROM BIOS PLUS Version 1.10 A11 Processor: Intel Core™2 Quad CPU Q9650 @3.00GHZ (4 CPUs) Memory: 16384MB Processing results per machine: The applications were executed seven times with the averages being displayed below. Machine Text Records Invoices Generated Converted Per Minute Per Minute Server (1) 650 12 Notebook 980 17 Desktop 2,100 45 (1) The server is dedicated to execution of this application; no additional applications are being executed. Question: Why is the server performance so poor? What can be done to improve the speed of the server?

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  • Silverlight Cream for March 21, 2010 -- #816

    - by Dave Campbell
    In this Issue: Michael Washington, John Papa(-2-, -3-, -4-), Jonas Follesø, David Anson, Scott Guthrie, Andrej Tozon, Bill Reiss(-2-), Pete Blois, and Lee. Shoutouts: Frank LaVigne has a Mix10 Session Downloader for us all to use... thanks Frank! Read what Ward Bell has to say about MVVM, Josh Smith’s Way ... it's all good. Robby Ingebretsen posts on his 10 Favorite Open Source Fonts You Can Embed in WPF or Silverlight Mike Harsh posted Slides and Demos from my MIX10 Session . The download link at Drop.io is down for maintenance until Sunday evening, March 21. From SilverlightCream.com: Blend 4: TreeView SelectedItemChanged using MVVM Michael Washington has a post up about doing SelectedItemChanged on a TreeView with MVVM, oh and he's starting out in Blend 4... Silverlight TV 14: Developing for Windows Phone 7 with Silverlight John Papa hit Silverlight TV pretty hard at the beginning of MIX10. This first one is with Mike Harsh talking about WP7. (Hi Mike ... wondered where you'd run off to!), and you can go to the shoutout section to get Mike's session material from MIX as well. Silverlight TV 15: Announcing Silverlight 4 RC at MIX 10 In this next Silverlight TV(15), John Papa and Adam Kinney discuss Silverlight 4RC ... thank goodness it's out, we can all let go of the breath we've been holding in :) Silverlight TV 16: Tim Heuer and Jesse Liberty Talk about Silverlight 4 RC at MIX 10 Silverlight TV 16 has John Papa sharing the spotlight with Jesse Liberty and Tim Heuer ... geez... can you find 3 more kowledgable Silverlight folks to listen to? No? then go listen to this :) Silverlight TV 17: Build a Twitter Client for Windows Phone 7 with Silverlight The latest Silverlight TV has John Papa bringing Mike Harsh back to produce a Twitter Client for WP7. Simulating multitouch on the Windows Phone 7 Emulator Jonas Follesø has a great post up about simulating multi-touch on WP7 using multiple mice ... yeah, you read that right :) Using IValueConverter to create a grouped list of items simply and flexibly David Anson demonstrates grouping items in a ListBox using IValueConverter. I think I can pretty well guarantee I would NOT have thought of doing this.. :) Building a Windows Phone 7 Twitter Application using Silverlight In the MIX10 first-day keynote, Scott Guthrie did File->New Project and built a WP7 Twitter app. He has that up as a tutorial with all sorts of external links including one to the keynote itself. Named and optional parameters in Silverlight 4 Andrej Tozon delves into the optional parameters that are now available to Silverlight developers... pretty cool stuff. Space Rocks game step 4: Inheriting from Sprite Bill Reiss continues with his game development series with this one on inheriting from the Sprite class and centering objects Space Rocks game step 5: Rotating the ship Bill Reiss's episode 5 is on rotating the ship you setup in episode 4. Don't worry about the transforms, Bill gives it all to us :) Labyrinth Sample for Windows Phone Wow... check out the sample Pete Blois did for the Phone... Silverlight coolness :) PathListBox in SL4 – firstlook Lee has a post up on the PathListBox. I think this is going to catch on quick... it's just too cool not to! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • MouseWheel Event Fire

    - by Rahat
    I have a problem on calling my private method on MouseWheel event. In fact my mouse wheel event gets fired properly when i only increment a variable or display something in Title bar etc. But when i want to call a private method, that method gets called only one time which is not the requirement i want to call that method depending on the speed of scroll i.e. when scroll is done one time slowly call the private method one time but when the scroll is done in high speed call the private method more than one time depending on the scroll speed. For further explanation i am placing the sample code which displays the value of i in Title bar and add it in the Listbox control properly depending on the scroll speed but when i want to call the private method more than one time depending upon the scroll speed, that method gets called only one time. public partial class Form1 : Form { ListBox listBox1 = new ListBox(); int i = 0; public Form1() { InitializeComponent(); // Settnig ListBox control properties this.listBox1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom) | System.Windows.Forms.AnchorStyles.Left) | System.Windows.Forms.AnchorStyles.Right))); this.listBox1.FormattingEnabled = true; this.listBox1.Location = new System.Drawing.Point(13, 13); this.listBox1.Name = "listBox1"; this.listBox1.Size = new System.Drawing.Size(259, 264); this.listBox1.TabIndex = 0; // Attaching Mouse Wheel Event this.listBox1.MouseWheel += new MouseEventHandler(Form1_MouseWheel); // Adding Control this.Controls.Add(this.listBox1); } void Form1_MouseWheel(object sender, MouseEventArgs e) { i++; this.Text = i.ToString(); this.listBox1.Items.Add(i.ToString()); // Uncomment the following line to call the private method // this method gets called only one time irrelevant of the // mouse wheel scroll speed. // this.LaunchThisEvent(); } private void Form1_Load(object sender, EventArgs e) { this.listBox1.Select(); } private void LaunchThisEvent() { // Display message each time // this method gets called. MessageBox.Show(i.ToString()); } } How to call the private method more than one time depending upon the speed of the mouse wheel scroll?

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  • C++ class is not recognizing string data type

    - by reallythecrash
    I'm working on a program from my C++ textbook, and this this the first time I've really run into trouble. I just can't seem to see what is wrong here. Visual Studio is telling me Error: identifier "string" is undefined. I separated the program into three files. A header file for the class specification, a .cpp file for the class implementation and the main program file. These are the instructions from my book: Write a class named Car that has the following member variables: year. An int that holds the car's model year. make. A string that holds the make of the car. speed. An int that holds the car's current speed. In addition, the class should have the following member functions. Constructor. The constructor should accept the car's year and make as arguments and assign these values to the object's year and make member variables. The constructor should initialize the speed member variable to 0. Accessors. Appropriate accessor functions should be created to allow values to be retrieved from an object's year, make and speed member variables. There are more instructions, but they are not necessary to get this part to work. Here is my source code: // File Car.h -- Car class specification file #ifndef CAR_H #define CAR_H class Car { private: int year; string make; int speed; public: Car(int, string); int getYear(); string getMake(); int getSpeed(); }; #endif // File Car.cpp -- Car class function implementation file #include "Car.h" // Default Constructor Car::Car(int inputYear, string inputMake) { year = inputYear; make = inputMake; speed = 0; } // Accessors int Car::getYear() { return year; } string Car::getMake() { return make; } int Car::getSpeed() { return speed; } // Main program #include <iostream> #include <string> #include "Car.h" using namespace std; int main() { } I haven't written anything in the main program yet, because I can't get the class to compile. I've only linked the header file to the main program. Thanks in advance to all who take the time to investigate this problem for me.

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  • ImgBurn fails to burn data CD-R disk due to "Layouts do not match" error

    - by 0xAether
    I have a reoccurring problem with the program ImgBurn. Whenever I try and burn anything to a CD-R using ImgBurn it burns just fine, except for when I go and verify the disk. It tells me that the "Layouts do not match". Windows 7 shows the disk as completely blank. Although, I see on the bottom of the disk it has been written to. I can burn ISO files to DVD-R's just fine. This only seems to happen with CD-R's. The CD-R's I'm using are Memorex Cool Colors 52x CD-R's. I have looked on Google, and it seems like I'm not the only one this happens to. Unfortunately, no one is able to provide an explanation. I have included the log file from the last CD I just burnt. If you need anything else to better diagnose this problem, I will gladly provide it. ; //****************************************\\ ; ImgBurn Version 2.5.7.0 - Log ; Monday, 19 November 2012, 16:11:57 ; \\****************************************// ; ; I 16:04:55 ImgBurn Version 2.5.7.0 started! I 16:04:55 Microsoft Windows 7 Ultimate x64 Edition (6.1, Build 7601 : Service Pack 1) I 16:04:55 Total Physical Memory: 4,156,380 KB - Available: 3,317,144 KB I 16:04:55 Initialising SPTI... I 16:04:55 Searching for SCSI / ATAPI devices... I 16:04:56 -> Drive 1 - Info: Optiarc DVD RW AD-7560S SH03 (D:) (SATA) I 16:04:56 Found 1 DVD±RW/RAM! I 16:05:37 Operation Started! I 16:05:37 Source File: C:\Users\Aaron\Desktop\VMware Workstation 9.iso I 16:05:37 Source File Sectors: 223,057 (MODE1/2048) I 16:05:37 Source File Size: 456,820,736 bytes I 16:05:37 Source File Volume Identifier: VMwareWorksta9 I 16:05:37 Source File Volume Set Identifier: 20121119_2102 I 16:05:37 Source File File System(s): ISO9660, Joliet I 16:05:37 Destination Device: [1:0:0] Optiarc DVD RW AD-7560S SH03 (D:) (SATA) I 16:05:37 Destination Media Type: CD-R (Disc ID: 97m17s06f, Moser Baer India) I 16:05:37 Destination Media Supported Write Speeds: 10x, 16x, 20x, 24x I 16:05:37 Destination Media Sectors: 359,847 I 16:05:37 Write Mode: CD I 16:05:37 Write Type: SAO I 16:05:37 Write Speed: 6x I 16:05:37 Lock Volume: Yes I 16:05:37 Test Mode: No I 16:05:37 OPC: No I 16:05:37 BURN-Proof: Enabled W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - MODE SENSE: 1,764 KB/s (10x), GET PERFORMANCE: 11,080 KB/s (63x) W 16:05:37 Write Speed Miscompare! - Wanted: 1,058 KB/s (6x), Got: 1,764 KB/s (10x) / 11,080 KB/s (63x) W 16:05:37 The drive only supports writing these discs at 10x, 16x, 20x, 24x. I 16:05:38 Filling Buffer... (80 MB) I 16:05:40 Writing LeadIn... I 16:06:07 Writing Session 1 of 1... (1 Track, LBA: 0 - 223056) I 16:06:07 Writing Track 1 of 1... (MODE1/2048, LBA: 0 - 223056) I 16:11:00 Synchronising Cache... I 16:11:18 Exporting Graph Data... I 16:11:18 Graph Data File: C:\Users\Aaron\AppData\Roaming\ImgBurn\Graph Data Files\Optiarc_DVD_RW_AD-7560S_SH03_MONDAY-NOVEMBER-19-2012_4-05_PM_97m17s06f_6x.ibg I 16:11:18 Export Successfully Completed! I 16:11:18 Operation Successfully Completed! - Duration: 00:05:41 I 16:11:18 Average Write Rate: 1,522 KB/s (10.1x) - Maximum Write Rate: 1,544 KB/s (10.3x) I 16:11:18 Cycling Tray before Verify... W 16:11:23 Waiting for device to become ready... I 16:11:47 Device Ready! E 16:11:47 CompareImageFileLayouts Failed! - Session Count Not Equal (1/0) E 16:11:47 Verify Failed! - Reason: Layouts do not match. I 16:11:57 Close Request Acknowledged I 16:11:57 Closing Down... I 16:11:57 Shutting down SPTI... I 16:11:57 ImgBurn closed!

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  • Is the Intel Core i5 mobile processor better than the Intel Core i7 mobile processor?

    - by Tim Barnaski
    I'm shopping for a new laptop from Dell (going to install Ubuntu on it) and I'm currently trying to sort out which processor I want. Based purely on the clock speed, it would seem that the core i5 is better than the core i7. The Intel® Core™ i5-430M has a 2.26GHz clock speed, while the Intel® Core™ i7-720QM Quad Core Processor only has a 1.6GHz clock speed. Would this not indicate that the i5 is faster than the i7?

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  • Wifi as LAN - Is it possible ? How ?

    - by sagar
    Hello ! Every one. I am having a query regarding WiFi network. I am having PC & LapTop. Now, Let me explain the situation. I requested My WiFi providers that I want connection in my PC. So that - WiFi provider set up an Antenna on my building Terrace - They joined a cable to pc & that Antenna. ( I think using RJ45 connector ) - The reason behind this - my pc is not having inbuilt wifi functionality. Now - almost laptops have inbuilt functionality. Now - On terrace there is wifi with superb speed. But on my flat - wifi comes with low speed. so, when ever I use internet on my pc - it has great speed - but my laptop works with low speed. The reason behind this - PC is catching wifi from terrace & laptop is catching the wifi from it's own place. Now, My question is something like this. Can we place an antenna or something like that & connect it to laptop for better wifi speed? ( I am not technical person - Please add comment for down vote - if any ) ( Please add comment for more explanation of my Problem ) Thanks in advance for sharing your knowledge. Sagar

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  • Wifi as LAN - Is it possible ? How ?

    - by sagar
    Hello ! Every one. I am having a query regarding WiFi network. I am having PC & LapTop. Now, Let me explain the situation. I requested My WiFi providers that I want connection in my PC. So that - WiFi provider set up an Antenna on my building Terrace - They joined a cable to pc & that Antenna. ( I think using RJ45 connector ) - The reason behind this - my pc is not having inbuilt wifi functionality. Now - almost laptops have inbuilt functionality. Now - On terrace there is wifi with superb speed. But on my flat - wifi comes with low speed. so, when ever I use internet on my pc - it has great speed - but my laptop works with low speed. The reason behind this - PC is catching wifi from terrace & laptop is catching the wifi from it's own place. Now, My question is something like this. Can we place an antenna or something like that & connect it to laptop for better wifi speed? ( I am not technical person - Please add comment for down vote - if any ) ( Please add comment for more explanation of my Problem ) Thanks in advance for sharing your knowledge. Sagar

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  • hierachical query to return final row

    - by jeff
    I have a hierarchical query that doesn't return an expected row (employee badge = 444). TABLE: hr_data badge fname supervisor_badge 111 Jeff 222 222 Joe 333 333 John 444 444 Tom 444 SQL: SELECT CONNECT_BY_ISCYCLE As IC, badge, fname, supervisor_badge FROM hr_data START WITH badge = '111' CONNECT BY NOCYCLE badge = PRIOR supervisor_badge What is Returned: IC badge fname supervisor_badge 0 111 Jeff 222 0 222 Joe 333 1 333 John 444 What is Expected: IC badge fname supervisor_badge 0 111 Jeff 222 0 222 Joe 333 **0** 333 John 444 **1** 444 Tom 444 How can I get this query to return the employee Tom and then stop?

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  • s3cmd fails too many times

    - by alfish
    It used to be my favorite backup transport agent but now I frequently get this result from s3cmd on the very same Ubuntu server/network: root@server:/home/backups# s3cmd put bkup.tgz s3://mybucket/ bkup.tgz -> s3://mybucket/bkup.tgz [1 of 1] 36864 of 2711541519 0% in 1s 20.95 kB/s failed WARNING: Upload failed: /bkup.tgz ([Errno 32] Broken pipe) WARNING: Retrying on lower speed (throttle=0.00) WARNING: Waiting 3 sec... bkup.tgz -> s3://mybucket/bkup.tgz [1 of 1] 36864 of 2711541519 0% in 1s 23.96 kB/s failed WARNING: Upload failed: /bkup.tgz ([Errno 32] Broken pipe) WARNING: Retrying on lower speed (throttle=0.01) WARNING: Waiting 6 sec... bkup.tgz -> s3://mybucket/bkup.tgz [1 of 1] 28672 of 2711541519 0% in 1s 18.71 kB/s failed WARNING: Upload failed: /bkup.tgz ([Errno 32] Broken pipe) WARNING: Retrying on lower speed (throttle=0.05) WARNING: Waiting 9 sec... bkup.tgz -> s3://mybucket/bkup.tgz [1 of 1] 28672 of 2711541519 0% in 1s 18.86 kB/s failed WARNING: Upload failed: /bkup.tgz ([Errno 32] Broken pipe) WARNING: Retrying on lower speed (throttle=0.25) WARNING: Waiting 12 sec... bkup.tgz -> s3://mybucket/bkup.tgz [1 of 1] 28672 of 2711541519 0% in 1s 15.79 kB/s failed WARNING: Upload failed: /bkup.tgz ([Errno 32] Broken pipe) WARNING: Retrying on lower speed (throttle=1.25) WARNING: Waiting 15 sec... bkup.tgz -> s3://mybucket/bkup.tgz [1 of 1] 12288 of 2711541519 0% in 2s 4.78 kB/s failed ERROR: Upload of 'bkup.tgz' failed too many times. Skipping that file. This happens even for files as small as 100MB, so I suppose it's not a size issue. It also happens when I use put with --acl-private flag (s3cmd version 1.0.1) I appreciate if you suggest some solution or a lightweight alternative to s3cmd. Thanks

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  • Tricky SQL query involving consecutive values

    - by Gabriel
    I need to perform a relatively easy to explain but (given my somewhat limited skills) hard to write SQL query. Assume we have a table similar to this one: exam_no | name | surname | result | date ---------+------+---------+--------+------------ 1 | John | Doe | PASS | 2012-01-01 1 | Ryan | Smith | FAIL | 2012-01-02 <-- 1 | Ann | Evans | PASS | 2012-01-03 1 | Mary | Lee | FAIL | 2012-01-04 ... | ... | ... | ... | ... 2 | John | Doe | FAIL | 2012-02-01 <-- 2 | Ryan | Smith | FAIL | 2012-02-02 2 | Ann | Evans | FAIL | 2012-02-03 2 | Mary | Lee | PASS | 2012-02-04 ... | ... | ... | ... | ... 3 | John | Doe | FAIL | 2012-03-01 3 | Ryan | Smith | FAIL | 2012-03-02 3 | Ann | Evans | PASS | 2012-03-03 3 | Mary | Lee | FAIL | 2012-03-04 <-- Note that exam_no and date aren't necessarily related as one might expect from the kind of example I chose. Now, the query that I need to do is as follows: From the latest exam (exam_no = 3) find all the students that have failed (John Doe, Ryan Smith and Mary Lee). For each of these students find the date of the first of the batch of consecutively failing exams. Another way to put it would be: for each of these students find the date of the first failing exam that comes after their last passing exam. (Look at the arrows in the table). The resulting table should be something like this: name | surname | date_since_failing ------+---------+-------------------- John | Doe | 2012-02-01 Ryan | Smith | 2012-01-02 Mary | Lee | 2012-01-04 Ann | Evans | 2012-02-03 How can I perform such a query? Thank you for your time.

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  • Query only the first detail record for each master record

    - by Neal S.
    If I have the following master-detail relationship: owner_tbl auto_tbl --------- -------- owner --- owner auto year And I have the following table data: owner_tbl auto_tbl --------- -------- john john, corvette, 1968 john, prius, 2008 james james, f-150, 2004 james, cadillac, 2002 james, accord, 2009 jeff jeff, tesla, 2010 jeff, hyundai, 1996 Now, I want to perform a query that returns the following result: john, corvette, 1968 jeff, hyundai, 1996 james, cadillac, 2002 The query should join the two tables, and sort all the records on the "year" field, but only return the first detail record for each master record. I know how to join the tables and sort on the "year" field, but it's not clear how (or if) I might be able to only retrieve the first joined record for each owner. Three related questions: Can I perform this kind of query using LINQ-to-SQL? Can I perform the query using T-SQL? Would it be best to just create a stored procedure for the query given its likely complexity?

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  • Odd SQL Results

    - by Ryan Burnham
    So i have the following query Select id, [First], [Last] , [Business] as contactbusiness, (Case When ([Business] != '' or [Business] is not null) Then [Business] Else 'No Phone Number' END) from contacts The results look like id First Last contactbusiness (No column name) 2 John Smith 3 Sarah Jane 0411 111 222 0411 111 222 6 John Smith 0411 111 111 0411 111 111 8 NULL No Phone Number 11 Ryan B 08 9999 9999 08 9999 9999 14 David F NULL No Phone Number I'd expect record 2 to also show No Phone Number If i change the "[Business] is not null" to [Business] != null then i get the correct results id First Last contactbusiness (No column name) 2 John Smith No Phone Number 3 Sarah Jane 0411 111 222 0411 111 222 6 John Smith 0411 111 111 0411 111 111 8 NULL No Phone Number 11 Ryan B 08 9999 9999 08 9999 9999 14 David F NULL No Phone Number Normally you need to use is not null rather than != null. whats going on here?

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  • How to get only one row for each distinct value in the column ?

    - by Chavdar
    Hi Everybody, I have a question about Access.If for example I have a table with the following data : NAME | ADDRESS John Taylor | 33 Dundas Ave. John Taylor | 55 Shane Ave. John Taylor | 786 Edward St. Ted Charles | 785 Bloor St. Ted Charles | 90 New York Ave. I want to get one record for each person no matter of the address.For example : NAME | ADDRESS John Taylor | 33 Dundas Ave. Ted Charles | 90 New York Ave. Can this be done with queries only ? I tried using DISTINCT, but when I am selecting both columns, the combination is allways unique so I get all the rows. Thank you !

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  • Objective C - when should "typedef" precede "enum", and when should an enum be named?

    - by Scott Pendleton
    In sample code, I have seen this: typedef enum Ename { Bob, Mary, John} EmployeeName; and this: typedef enum {Bob, Mary, John} EmployeeName; and this: typedef enum {Bob, Mary, John}; but what compiled successfully for me was this: enum {Bob, Mary, John}; I put that line in a .h file above the @interface line, and then when I #import that .h file into a different class's .m file, methods there can see the enum. So, when are the other variants needed? If I could name the enum something like EmployeeNames, and then, when I type "EmployeeNames" followed by a ".", it would be nice if a list pops up showing what the enum choices are.

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