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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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  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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  • MySQL daemon keeps terminating unexpectedly

    - by Yehia A.Salam
    The MySQL daemon on my CentOS server keeps crashing, i got the logs from /var/logs/mysqld but still i am not sure how to fix this: 121114 16:22:56 mysqld_safe mysqld from pid file /var/run/mysqld/mysqld.pid ended 121114 21:55:11 mysqld_safe Starting mysqld daemon with databases from /var/lib/mysql 121114 21:55:11 [Note] Plugin 'FEDERATED' is disabled. 121114 21:55:11 InnoDB: The InnoDB memory heap is disabled 121114 21:55:11 InnoDB: Mutexes and rw_locks use GCC atomic builtins 121114 21:55:11 InnoDB: Compressed tables use zlib 1.2.3 121114 21:55:11 InnoDB: Using Linux native AIO 121114 21:55:11 InnoDB: Initializing buffer pool, size = 128.0M 121114 21:55:11 InnoDB: Completed initialization of buffer pool 121114 21:55:11 InnoDB: highest supported file format is Barracuda. InnoDB: The log sequence number in ibdata files does not match InnoDB: the log sequence number in the ib_logfiles! 121114 21:55:11 InnoDB: Database was not shut down normally! InnoDB: Starting crash recovery. InnoDB: Reading tablespace information from the .ibd files... InnoDB: Restoring possible half-written data pages from the doublewrite InnoDB: buffer... 121114 21:55:12 InnoDB: Waiting for the background threads to start 121114 21:55:13 InnoDB: 1.1.6 started; log sequence number 77177262 121114 21:55:13 [Note] Event Scheduler: Loaded 0 events 121114 21:55:13 [Note] /usr/libexec/mysqld: ready for connections. Version: '5.5.12' socket: '/var/lib/mysql/mysql.sock' port: 3306 MySQL Community Server (GPL) by Remi 121115 00:19:44 mysqld_safe Number of processes running now: 0 121115 00:19:44 mysqld_safe mysqld restarted 121115 0:19:47 [Note] Plugin 'FEDERATED' is disabled. 121115 0:19:47 InnoDB: The InnoDB memory heap is disabled 121115 0:19:47 InnoDB: Mutexes and rw_locks use GCC atomic builtins 121115 0:19:47 InnoDB: Compressed tables use zlib 1.2.3 121115 0:19:47 InnoDB: Using Linux native AIO 121115 0:19:47 InnoDB: Initializing buffer pool, size = 128.0M InnoDB: mmap(137363456 bytes) failed; errno 12 121115 0:19:47 InnoDB: Completed initialization of buffer pool 121115 0:19:47 InnoDB: Fatal error: cannot allocate memory for the buffer pool 121115 0:19:47 [ERROR] Plugin 'InnoDB' init function returned error. 121115 0:19:47 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 121115 0:19:47 [ERROR] Unknown/unsupported storage engine: InnoDB 121115 0:19:47 [ERROR] Aborting Edit #1 total used free shared buffers cached Mem: 496 370 126 0 24 110 -/+ buffers/cache: 234 261 Swap: 1023 9 1014 Edit #2 Also, largest table in my mysql is 20MB, so my the memory used should be pretty moderate. SELECT CONCAT(table_schema, '.', table_name), CONCAT(ROUND(table_rows / 1000000, 2), 'M') rows, CONCAT(ROUND(data_length / ( 1024 * 1024 * 1024 ), 2), 'G') DATA, CONCAT(ROUND(index_length / ( 1024 * 1024 * 1024 ), 2), 'G') idx, CONCAT(ROUND(( data_length + index_length ) / ( 1024 * 1024 * 1024 ), 2), 'G') total_size, ROUND(index_length / data_length, 2) idxfrac FROM information_schema.TABLES ORDER BY data_length + index_length DESC LIMIT 10;

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  • Using JS script for "raining images". Can't seem to hide pre-loaded image

    - by user1813605
    I am trying to hide an image in a script pre-loading on the page. Below script makes images "rain" down the screen onClick. It functions well, but it displays the pre-loaded image itself on the page before the button is clicked. I'm trying to hide the image until the button is pressed. If anyone has any insight on how to hide the image until the function dispenseMittens() runs, I'd be eternally grateful :) Thanks! <script language="javascript"> var pictureSrc = 'mitten.gif'; //the location of the mittens var pictureWidth = 40; //the width of the mittens var pictureHeight = 46; //the height of the mittens var numFlakes = 10; //the number of mittens var downSpeed = 0.01; var lrFlakes = 10; var EmergencyMittens = false; //safety checks. Browsers will hang if this is wrong. If other values are wrong there will just be errors if( typeof( numFlakes ) != 'number' || Math.round( numFlakes ) != numFlakes || numFlakes < 1 ) { numFlakes = 10; } //draw the snowflakes for( var x = 0; x < numFlakes; x++ ) { if( document.layers ) { //releave NS4 bug document.write('<layer id="snFlkDiv'+x+'"><img src="'+pictureSrc+'" height="'+pictureHeight+'" width="'+pictureWidth+'" alt="*" border="0"></layer>'); } else { document.write('<div style="position:absolute;" id="snFlkDiv'+x+'"><img src="'+pictureSrc+'" height="'+pictureHeight+'" width="'+pictureWidth+'" alt="*" border="0"></div>'); } } //calculate initial positions (in portions of browser window size) var xcoords = new Array(), ycoords = new Array(), snFlkTemp; for( var x = 0; x < numFlakes; x++ ) { xcoords[x] = ( x + 1 ) / ( numFlakes + 1 ); do { snFlkTemp = Math.round( ( numFlakes - 1 ) * Math.random() ); } while( typeof( ycoords[snFlkTemp] ) == 'number' ); ycoords[snFlkTemp] = x / numFlakes; } //now animate function mittensFall() { if( !getRefToDivNest('snFlkDiv0') ) { return; } var scrWidth = 0, scrHeight = 0, scrollHeight = 0, scrollWidth = 0; //find screen settings for all variations. doing this every time allows for resizing and scrolling if( typeof( window.innerWidth ) == 'number' ) { scrWidth = window.innerWidth; scrHeight = window.innerHeight; } else { if( document.documentElement && ( document.documentElement.clientWidth || document.documentElement.clientHeight ) ) { scrWidth = document.documentElement.clientWidth; scrHeight = document.documentElement.clientHeight; } else { if( document.body && ( document.body.clientWidth || document.body.clientHeight ) ) { scrWidth = document.body.clientWidth; scrHeight = document.body.clientHeight; } } } if( typeof( window.pageYOffset ) == 'number' ) { scrollHeight = pageYOffset; scrollWidth = pageXOffset; } else { if( document.body && ( document.body.scrollLeft || document.body.scrollTop ) ) { scrollHeight = document.body.scrollTop; scrollWidth = document.body.scrollLeft; } else { if( document.documentElement && ( document.documentElement.scrollLeft || document.documentElement.scrollTop ) ) { scrollHeight = document.documentElement.scrollTop; scrollWidth = document.documentElement.scrollLeft; } } } //move the snowflakes to their new position for( var x = 0; x < numFlakes; x++ ) { if( ycoords[x] * scrHeight > scrHeight - pictureHeight ) { ycoords[x] = 0; } var divRef = getRefToDivNest('snFlkDiv'+x); if( !divRef ) { return; } if( divRef.style ) { divRef = divRef.style; } var oPix = document.childNodes ? 'px' : 0; divRef.top = ( Math.round( ycoords[x] * scrHeight ) + scrollHeight ) + oPix; divRef.left = ( Math.round( ( ( xcoords[x] * scrWidth ) - ( pictureWidth / 2 ) ) + ( ( scrWidth / ( ( numFlakes + 1 ) * 4 ) ) * ( Math.sin( lrFlakes * ycoords[x] ) - Math.sin( 3 * lrFlakes * ycoords[x] ) ) ) ) + scrollWidth ) + oPix; ycoords[x] += downSpeed; } } //DHTML handlers function getRefToDivNest(divName) { if( document.layers ) { return document.layers[divName]; } //NS4 if( document[divName] ) { return document[divName]; } //NS4 also if( document.getElementById ) { return document.getElementById(divName); } //DOM (IE5+, NS6+, Mozilla0.9+, Opera) if( document.all ) { return document.all[divName]; } //Proprietary DOM - IE4 return false; } function dispenseMittens() { if (EmergencyMittens) { window.clearInterval(EmergencyMittens); } else { EmergencyMittens = window.setInterval('mittensFall();',100); } } </script>

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  • Glibc importance of error ...

    - by Oz123
    Hi Everyone, I am following LFS 6.7, and I reached the point where I compile glibc-2.12.1 . I mounted the LFS partition with the atime option: here is a confirm on that I think: /dev/sdb1 on /mnt /lfs type ext4 (rw) I get the following errors on making the test, and I have no clue if I should try to resolve them, or just ignore them and go on ... rpc/types.h sunrpc/rpc/svc_auth.h sunrpc/rpcsvc/bootparam.h sysvipc/sys/ipc.h \ sysvipc/sys/msg.h sysvipc/sys/sem.h sysvipc/sys/shm.h termios/termios.h \ termios/sys/termios.h termios/sys/ttychars.h time/time.h time/sys/time.h \ time/sys/timeb.h wcsmbs/wchar.h wctype/wctype.h > \ /sources/glibc-build/begin-end-check.out make[1]: Target `check' not remade because of errors. make[1]: Leaving directory `/sources/glibc-2.12.1' make: *** [check] Error 2 root:/sources/glibc-build# grep Error glibc-check-log make[2]: *** [/sources/glibc-build/math/test-float.out] Error 1 make[2]: *** [/sources/glibc-build/math/test-ifloat.out] Error 1 make[1]: *** [math/tests] Error 2 make[2]: [/sources/glibc-build/posix/annexc.out] Error 1 (ignored) make: *** [check] Error 2 thanks in advance, Oz

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  • Is there a Windows or Linux equivalent of Soulver calculator application?

    - by Shevek
    I've just been shown a brilliant calculator app called Soulver which is only available on Mac OS X Maths on a Mac as it should be Soulver is a new kind of calculator application which uses a simple yet powerful word-processor style interface instead of the traditional "button" approach to doing math. Main Features No equals button - Soulver instantly calculates as you type. Multiple lines - Soulver lets you do math over multiple lines and edit previous expressions. Flexible to words - Soulver doesn't mind if you include words or labels between numbers. Basic functions - Soulver includes every standard calculator function, like sin(), cos() & tan() Clever English functions - Soulver includes some "English" math functions. For instance you can type "10% off $200" and get $180 Floating palettes - Soulver's answer & stats palettes will give you conversions and statistics on your work as your type Save your work - like a word processor, Soulver allows you to save and reopen your work This is a fantastic concept and I would really like to find it's equivalent for Windows and/or Linux. Any suggestions?

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  • How well will ntpd work when the latency is highly variable?

    - by JP Anderson
    I have an application where we are using some non-standard networking equipment (cannot be changed) that goes into a dormant state between traffic bursts. The network latency is very high for the first packet since it's essentially waking the system, waiting for it to reconnect, and then making the first round-trip. Subsequent messages (provided they are within the next minute or so) are much faster, but still highly-latent. A typical set of pings will look like 2500ms, 900ms, 880ms, 885ms, 900ms, 890ms, etc. Given that NTP uses several round trips before computing the offset, how well can I expect ntpd to work over this kind of link? Will the initially slow first round trip be ignored based on the much different (and faster) following messages to/from the ntp server? Thanks and Regards.

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  • Disable MathML output of eLyXer

    - by Gryllida
    eLyXer is a standalone LyX to HTML converter. In the resulting file, equations are formatted as MathML, and the file itself starts with an XML tag. This causes two problems: LibreOffice does not read the XML file (it can read HTML files, but not XHTML). I am unable to copy and paste the equations into a document editor such as LibreOffice with the goal of subsequent conversion into .doc, because .doc files do not support MathML. The eLyXer help page mentions an option to only use simple math, but there is no option to set math equations to output as images. And I already set Document Settings Output Math equations Format: images in LyX, which presumably is saved in the lyx document somewhere. A web search did not come up with any solutions.

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  • Scaling an image using the mouse in C#

    - by Gaax
    Hey guys... I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code: private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e) { if (rotateScaleMode && isDraggingToScale) { // For Scaling int sourceWidth = pictureBox1.Image.Width; int sourceHeight = pictureBox1.Image.Height; float dCurrCent = 0; // distance between the current mouse pos and the center of the image float dPrevCent = 0; // distance between the previous mouse pos and the center of the image System.Drawing.Point imgCenter = new System.Drawing.Point(); imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2); imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2); // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); if (smoothScaleCount < 5) { dCurrCentSmooth[smoothScaleCount] = dCurrCent; dPrevCentSmooth[smoothScaleCount] = dPrevCent; } if (smoothScaleCount == 4) { float currCentSum = 0; float prevCentSum = 0; for (int i = 0; i < 4; i++) { currCentSum += dCurrCentSmooth[i]; } for (int i = 0; i < 4; i++) { prevCentSum += dPrevCentSmooth[i]; } float scaleAvg = (currCentSum / 5) / (prevCentSum / 5); int destWidth = (int)(sourceWidth * scaleAvg); int destHeight = (int)(sourceHeight * scaleAvg); // If statement is for limiting the size of the image if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3)) { AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight); pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage); pictureBox1.Size = pictureBox1.Image.Size; pictureBox1.Refresh(); } smoothScaleCount = -1; } prevMouseLoc = e.Location; currentScaledImage = pictureBox1.Image; smoothScaleCount++; } }

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  • PHP: Strange Date Problem

    - by Me-and-Coding
    Hi, I have two users in my database whose birth date is set to: 1985-01-26 And then i have function which when provided the users' date, tells how many days are left in the birthday. Here is the function: function retage($iy,$im,$id) { if(!empty($iy)>0 && intval($im)>0 && intval($id)>0) { $tdo=$iy.'-'.$im.'-'.$id; $tdc=date('Y').'-'.$im.'-'.$id; /*echo "<br/>";*/ $cd=date('Y-n-j'); /*echo "<br/>";*/ if(strtotime($tdc)>strtotime($cd))//coming { $ty=floor((strtotime($tdc)-strtotime($tdo))/(3600*24*365)); $td=floor((strtotime($tdc)-strtotime($cd))/(24*3600)); if($td==1) { $td=round((strtotime($tdc)-strtotime($cd))/(24*3600)).' day to go'; } else { $td=round((strtotime($tdc)-strtotime($cd))/(24*3600)).' days to go'; } $ty='<font color="#C7C5C5">is turning '.$ty.' on <br>'.date('M jS Y',strtotime($tdc)).'</font>'; //return 'is turning '.$ty.' on '.$tdc; } elseif(strtotime($tdc)<strtotime($cd))//past { $ty=floor((strtotime($tdc)-strtotime($tdo))/(3600*24*365)); if($ty>0) { //$td='gone '.floor((strtotime($cd)-strtotime($tdc))/(24*3600)).' days ago'; $ndays=floor((strtotime($cd)-strtotime($tdc))/(24*3600)); if($ndays==1) $td=' gone '.round((strtotime($cd)-strtotime($tdc))/(24*3600)).' day ago'; else $td=' gone '.round((strtotime($cd)-strtotime($tdc))/(24*3600)).' days ago'; $ty='<font color="#C7C5C5">had turned '.$ty.' on <br>'.date('M jS Y',strtotime($tdc)).'</font>'; //return 'had turned '.$ty.' on '.$tdc; } else { $tdc=(date('Y')+1).'-'.$im.'-'.$id; $ty=floor((strtotime($tdc)-strtotime($tdo))/(3600*24*365)); //$td=floor((strtotime($tdc)-strtotime($cd))/(24*3600)).' days to go'; $td=floor((strtotime($tdc)-strtotime($cd))/(24*3600)); if($td==1) { $td=round((strtotime($tdc)-strtotime($cd))/(24*3600)).' day to go'; } else { $td=round((strtotime($tdc)-strtotime($cd))/(24*3600)).' days to go'; } $ty='<font color="#C7C5C5">is turning '.$ty.' on <br>'.date('M jS Y',strtotime($tdc)).'</font>'; //return 'is turning '.$ty.' on '.$tdc; } } else//today { $ty=floor((strtotime($tdc)-strtotime($tdo))/(3600*24*365)); if($ty>0) { $td='today'; $ty='<font color="#C7C5C5">has turned <br>'.$ty.' on today </font>'; //return 'has turned '.$ty.' on today'; } else { $ty='<font color="#C7C5C5">today</font>';$td=''; //return ''; } } } else { $ty='';$td=''; //return ''; } $ta[0]=$ty; $ta[1]=$td ; return $ta; } I use below code to show the days remaining: while($rs=mysql_fetch_array($result)) { if (isset($rs['byear'],$rs['bmonth'],$rs['bdate'])) { $tmptxt = retage($rs['byear'],$rs['bmonth'],$rs['bdate']); echo $tmptxt[1]; } } The strange thing is that for one user, the days remaining is shown correctly eg: gone 120 days ago And for other user having same birth date, this is shown: Jan 1st 1970 -14755 days to go Strange: When I use the same function outside of the loop and test with date 1985-01-26, the correct result is shown. Note: You can check out the function for yourself. Could you please tell what could be wrong there, your help will be highly appreciated. Thanks.

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  • Scaling an image using the mouse in a WinForms application?

    - by Gaax
    I'm trying to use the position of the mouse to calculate the scaling factor for scaling an image. Basically, the further you get away from the center of the image, the bigger it gets; and the closer to the center you get, the smaller it gets. I have some code so far but it's acting really strange and I have absolutely no more ideas. First I'll let you know, one thing I was trying to do is average out 5 distances to get a more smooth resize animation. Here's my code: private void pictureBoxScale_MouseMove(object sender, MouseEventArgs e) { if (rotateScaleMode && isDraggingToScale) { // For Scaling int sourceWidth = pictureBox1.Image.Width; int sourceHeight = pictureBox1.Image.Height; float dCurrCent = 0; // distance between the current mouse pos and the center of the image float dPrevCent = 0; // distance between the previous mouse pos and the center of the image System.Drawing.Point imgCenter = new System.Drawing.Point(); imgCenter.X = pictureBox1.Location.X + (sourceWidth / 2); imgCenter.Y = pictureBox1.Location.Y + (sourceHeight / 2); // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(e.X - imgCenter.X, 2) + Math.Pow(e.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.X - imgCenter.X, 2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); if (smoothScaleCount < 5) { dCurrCentSmooth[smoothScaleCount] = dCurrCent; dPrevCentSmooth[smoothScaleCount] = dPrevCent; } if (smoothScaleCount == 4) { float currCentSum = 0; float prevCentSum = 0; for (int i = 0; i < 4; i++) { currCentSum += dCurrCentSmooth[i]; } for (int i = 0; i < 4; i++) { prevCentSum += dPrevCentSmooth[i]; } float scaleAvg = (currCentSum / 5) / (prevCentSum / 5); int destWidth = (int)(sourceWidth * scaleAvg); int destHeight = (int)(sourceHeight * scaleAvg); // If statement is for limiting the size of the image if (destWidth > (currentRotatedImage.Width / 2) && destWidth < (currentRotatedImage.Width * 3) && destHeight > (currentRotatedImage.Height / 2) && destWidth < (currentRotatedImage.Width * 3)) { AForge.Imaging.Filters.ResizeBilinear resizeFilter = new AForge.Imaging.Filters.ResizeBilinear(destWidth, destHeight); pictureBox1.Image = resizeFilter.Apply((Bitmap)currentRotatedImage); pictureBox1.Size = pictureBox1.Image.Size; pictureBox1.Refresh(); } smoothScaleCount = -1; } prevMouseLoc = e.Location; currentScaledImage = pictureBox1.Image; smoothScaleCount++; } }

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  • Updating D3 column chart with different values and different data sizes

    - by mbeasley
    Background I am attempting to create a reusable chart object with D3.js. I have setup a chart() function that will produce a column chart. On a click event on any of the columns, the chart will update with a new random data array that will contain a random number of data points (i.e. the original chart could have 8 columns, but upon update, could have 20 columns or 4 columns). Problem Say I have 8 data points (and thus 8 columns) in my original dataset. When I update the chart with random data, the columns appropriately adjust their height to the new values - but new bars aren't added. Additionally, while the width of the columns appropriately adjust to accommodate the width of the container and the new number of data points, if that number of data points is less than the original set, then some of those columns from the original dataset will linger until the number of data points is greater than or equal than the original. My end goal is to have new data dynamically added or old data outside of the range of the new data count dynamically removed. I've created a jsfiddle of the behavior. You may have to click the columns a couple of times to see the behavior I'm describing. Additionally, I've pasted my code below. Thanks in advance! function chart(config) { // set default options var defaultOptions = { selector: '#chartZone', class: 'chart', id: null, data: [1,2,6,4, 2, 6, 7, 2], type: 'column', width: 200, height: 200, callback: null, interpolate: 'monotone' }; // fill in unspecified settings in the config with the defaults var settings = $.extend(defaultOptions, config); function my() { // generate chart with this function var w = settings.width, h = settings.height, barPadding = 3, scale = 10, max = d3.max(settings.data); var svg = d3.select(settings.selector) // create the main svg container .append("svg") .attr("width",w) .attr("height",h); var y = d3.scale.linear().range([h, 0]), yAxis = d3.svg.axis().scale(y).ticks(5).orient("left"), x = d3.scale.linear().range([w, 0]); y.domain([0, max]).nice(); x.domain([0, settings.data.length - 1]).nice(); var rect = svg.selectAll("rect") .data(settings.data) .enter() .append("rect") .attr("x", function(d,i) { return i * (w / settings.data.length); }) .attr("y", function(d) { return h - h * (d / max); }) .attr("width", w / settings.data.length - barPadding) .attr("height", function(d) { return h * (d / max); }) .attr("fill", "rgb(90,90,90)"); svg.append("svg:g") .attr("class", "y axis") .attr("transform", "translate(-4,0)") .call(yAxis); svg.on("click", function() { var newData = [], maxCap = Math.round(Math.random() * 100); for (var i = 0; i < Math.round(Math.random()*100); i++) { var newNumber = Math.random() * maxCap; newData.push(Math.round(newNumber)); } newMax = d3.max(newData); y.domain([0, newMax]).nice(); var t = svg.transition().duration(750); t.select(".y.axis").call(yAxis); rect.data(newData) .transition().duration(750) .attr("height", function(d) { return h * (d / newMax); }) .attr("x", function(d,i) { return i * (w / newData.length); }) .attr("width", w / newData.length - barPadding) .attr("y", function(d) { return h - h * (d / newMax); }); }); } my(); return my; } var myChart = chart();

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  • Error in code of basic game using multiple sprites and surfaceView [on hold]

    - by Khagendra Nath Mahato
    I am a beginner to android and i was trying to make a basic game with the help of an online video tutorial. I am having problem with the multi-sprites and how to use with surfaceview.The application fails launching. Here is the code of the game.please help me. package com.example.killthemall; import java.util.ArrayList; import java.util.List; import java.util.Random; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Rect; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.widget.Toast; public class Game extends Activity { KhogenView View1; @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); while(true){ try { OurThread.join(); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); }} } Thread OurThread; int herorows = 4; int herocolumns = 3; int xpos, ypos; int xspeed; int yspeed; int herowidth; int widthnumber = 0; int heroheight; Rect src; Rect dst; int round; Bitmap bmp1; // private Bitmap bmp1;//change name public List<Sprite> sprites = new ArrayList<Sprite>() { }; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); View1 = new KhogenView(this); setContentView(View1); sprites.add(createSprite(R.drawable.image)); sprites.add(createSprite(R.drawable.bad1)); sprites.add(createSprite(R.drawable.bad2)); sprites.add(createSprite(R.drawable.bad3)); sprites.add(createSprite(R.drawable.bad4)); sprites.add(createSprite(R.drawable.bad5)); sprites.add(createSprite(R.drawable.bad6)); sprites.add(createSprite(R.drawable.good1)); sprites.add(createSprite(R.drawable.good2)); sprites.add(createSprite(R.drawable.good3)); sprites.add(createSprite(R.drawable.good4)); sprites.add(createSprite(R.drawable.good5)); sprites.add(createSprite(R.drawable.good6)); } private Sprite createSprite(int image) { // TODO Auto-generated method stub bmp1 = BitmapFactory.decodeResource(getResources(), image); return new Sprite(this, bmp1); } public class KhogenView extends SurfaceView implements Runnable { SurfaceHolder OurHolder; Canvas canvas = null; Random rnd = new Random(); { xpos = rnd.nextInt(canvas.getWidth() - herowidth)+herowidth; ypos = rnd.nextInt(canvas.getHeight() - heroheight)+heroheight; xspeed = rnd.nextInt(10 - 5) + 5; yspeed = rnd.nextInt(10 - 5) + 5; } public KhogenView(Context context) { super(context); // TODO Auto-generated constructor stub OurHolder = getHolder(); OurThread = new Thread(this); OurThread.start(); } @Override public void run() { // TODO Auto-generated method stub herowidth = bmp1.getWidth() / 3; heroheight = bmp1.getHeight() / 4; boolean isRunning = true; while (isRunning) { if (!OurHolder.getSurface().isValid()) continue; canvas = OurHolder.lockCanvas(); canvas.drawRGB(02, 02, 50); for (Sprite sprite : sprites) { if (widthnumber == 3) widthnumber = 0; update(); getdirection(); src = new Rect(widthnumber * herowidth, round * heroheight, (widthnumber + 1) * herowidth, (round + 1)* heroheight); dst = new Rect(xpos, ypos, xpos + herowidth, ypos+ heroheight); canvas.drawBitmap(bmp1, src, dst, null); } widthnumber++; OurHolder.unlockCanvasAndPost(canvas); } } public void update() { try { Thread.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } if (xpos + xspeed <= 0) xspeed = 40; if (xpos >= canvas.getWidth() - herowidth) xspeed = -50; if (ypos + yspeed <= 0) yspeed = 45; if (ypos >= canvas.getHeight() - heroheight) yspeed = -55; xpos = xpos + xspeed; ypos = ypos + yspeed; } public void getdirection() { double angleinteger = (Math.atan2(yspeed, xspeed)) / (Math.PI / 2); round = (int) (Math.round(angleinteger) + 2) % herorows; // Toast.makeText(this, String.valueOf(round), // Toast.LENGTH_LONG).show(); } } public class Sprite { Game game; private Bitmap bmp; public Sprite(Game game, Bitmap bmp) { // TODO Auto-generated constructor stub this.game = game; this.bmp = bmp; } } } Here is the LogCat if it helps.... 08-22 23:18:06.980: D/AndroidRuntime(28151): Shutting down VM 08-22 23:18:06.980: W/dalvikvm(28151): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:06.980: D/AndroidRuntime(28151): procName from cmdline: com.example.killthemall 08-22 23:18:06.980: E/AndroidRuntime(28151): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:06.980: D/AndroidRuntime(28151): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:06.990: I/Process(28151): Sending signal. PID: 28151 SIG: 9 08-22 23:18:06.990: E/AndroidRuntime(28151): FATAL EXCEPTION: main 08-22 23:18:06.990: E/AndroidRuntime(28151): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:06.990: E/AndroidRuntime(28151): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): Caused by: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:06.990: E/AndroidRuntime(28151): ... 11 more 08-22 23:18:18.050: D/AndroidRuntime(28191): Shutting down VM 08-22 23:18:18.050: W/dalvikvm(28191): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:18.050: I/Process(28191): Sending signal. PID: 28191 SIG: 9 08-22 23:18:18.050: D/AndroidRuntime(28191): procName from cmdline: com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:18.050: D/AndroidRuntime(28191): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): FATAL EXCEPTION: main 08-22 23:18:18.050: E/AndroidRuntime(28191): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:18.050: E/AndroidRuntime(28191): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): Caused by: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:18.050: E/AndroidRuntime(28191): ... 11 more

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  • Watson Ties Against Human Jeopardy Opponents

    - by ETC
    In January we showed you a video of Waton in a practice round against Jeopardy champions Ken Jennings and Brad Rutter. Last night they squared off in a real round of Jeopardy with Watson in a tie with Rutter. Watson held his own against the two champions leveraging the 90 IBM Power 750 servers, 2,880 processors, and the 16TB of memory driving him to his full advantage. It was impressive to watch the round unfold and to see where Watson shined and where he faltered. Check out the video below to footage of Watson in training and then in action on Jeopardy. Pay special attention to the things that trip him up. Watson answers cut and dry questions with absolute lighting speed but stumbles when it comes to nuances in language–like finis vs. terminus in the train question that Jennings answered correctly. Watch Part 2 of the video above here. Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents Peaceful Tropical Cavern Wallpaper

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  • Oscillating Sprite Movement in XNA

    - by Nick Van Hoogenstyn
    I'm working on a 2d game and am looking to make a sprite move horizontally across the screen in XNA while oscillating vertically (basically I want the movement to look like a sin wave). Currently for movement I'm using two vectors, one for speed and one for direction. My update function for sprites just contains this: Position += direction * speed * (float)t.ElapsedGameTime.TotalSeconds; How could I utilize this setup to create the desired movement? I'm assuming I'd call Math.Sin or Math.Cos, but I'm unsure of where to start to make this sort of thing happened. My attempt looked like this: public override void Update(GameTime t) { double msElapsed = t.TotalGameTime.Milliseconds; mDirection.Y = (float)Math.Sin(msElapsed); if (mDirection.Y >= 0) mSpeed.Y = moveSpeed; else mSpeed.Y = -moveSpeed; base.Update(t, mSpeed, mDirection); } moveSpeed is just some constant positive integer. With this, the sprite simply just continuously moves downward until it's off screen. Can anyone give me some info on what I'm doing wrong here? I've never tried something like this so if I'm doing things completely wrong, let me know!

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  • How can I use iteration to lead targets?

    - by e100
    In my 2D game, I have stationary AI turrets firing constant speed bullets at moving targets. So far I have used a quadratic solver technique to calculate where the turret should aim in advance of the target, which works well (see Algorithm to shoot at a target in a 3d game, Predicting enemy position in order to have an object lead its target). But it occurs to me that an iterative technique might be more realistic (e.g. it should fire even when there is no exact solution), efficient and tunable - for example one could change the number of iterations to improve accuracy. I thought I could calculate the current range and thus an initial (inaccurate) bullet flight time to target, then work out where the target would actually be by that time, then recalculate a more accurate range, then recalculate flight time, etc etc. I think I am missing something obvious to do with the time term, but my aimpoint calculation does not currently converge after the significant initial correction in the first iteration: import math def aimpoint(iters, target_x, target_y, target_vel_x, target_vel_y, bullet_speed): aimpoint_x = target_x aimpoint_y = target_y range = math.sqrt(aimpoint_x**2 + aimpoint_y**2) time_to_target = range / bullet_speed time_delta = time_to_target n = 0 while n <= iters: print "iteration:", n, "target:", "(", aimpoint_x, aimpoint_y, ")", "time_delta:", time_delta aimpoint_x += target_vel_x * time_delta aimpoint_y += target_vel_y * time_delta range = math.sqrt(aimpoint_x**2 + aimpoint_y**2) new_time_to_target = range / bullet_speed time_delta = new_time_to_target - time_to_target n += 1 aimpoint(iters=5, target_x=0, target_y=100, target_vel_x=1, target_vel_y=0, bullet_speed=100)

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • Basic procedural generated content works, but how could I do the same in reverse?

    - by andrew
    My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or restarts the game.) and is generated in the function below. As shown here by this animation, the colours represent the number. function generate_data(n) math.randomseed(n) -- resets the random so that the 'random' number for n is always the same math.random() -- fixes lua random bug local no = math.random(4) --print(no, n) return no end Now I want to limit the next block's number - a block of 1 will always have a block 2 after it, while block 2 will either have a block 1,2 or 3 after it, etc. Before, all the blocks data was randomly generated, initially, and then saved. This data was then loaded and used instead of being randomly called. While working this way, I could specify what the next block would be easily and it would be saved for consistency. I have now removed this saving/loading in favour of procedural generation as I realised that save whiles would get very big after travelling. Back to the present. While travelling forward (to the right), it is easy to limit what the next blocks number will be. I can generate it at the same time as the other data. The problem is when travelling backwards (to the left) I can not think of a way to load the previous block so that it is always the same. Does anyone have any ideas on how I could sort this out?

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  • Oracle R Distribution 2-13.2 Update Available

    - by Sherry LaMonica
    Oracle has released an update to the Oracle R Distribution, an Oracle-supported distribution of open source R. Oracle R Distribution 2-13.2 now contains the ability to dynamically link the following libraries on both Windows and Linux: The Intel Math Kernel Library (MKL) on Intel chips The AMD Core Math Library (ACML) on AMD chips To take advantage of the performance enhancements provided by Intel MKL or AMD ACML in Oracle R Distribution, simply add the MKL or ACML shared library directory to the LD_LIBRARY_PATH system environment variable. This automatically enables MKL or ACML to make use of all available processors, vastly speeding up linear algebra computations and eliminating the need to recompile R.  Even on a single core, the optimized algorithms in the Intel MKL libraries are faster than using R's standard BLAS library. Open-source R is linked to NetLib's BLAS libraries, but they are not multi-threaded and only use one core. While R's internal BLAS are efficient for most computations, it's possible to recompile R to link to a different, multi-threaded BLAS library to improve performance on eligible calculations. Compiling and linking to R yourself can be involved, but for many, the significantly improved calculation speed justifies the effort. Oracle R Distribution notably simplifies the process of using external math libraries by enabling R to auto-load MKL or ACML. For R commands that don't link to BLAS code, taking advantage of database parallelism using embedded R execution in Oracle R Enterprise is the route to improved performance. For more information about rebuilding R with different BLAS libraries, see the linear algebra section in the R Installation and Administration manual. As always, the Oracle R Distribution is available as a free download to anyone. Questions and comments are welcome on the Oracle R Forum.

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  • Adding 2D vector movement with rotation applied

    - by Michael Zehnich
    I am trying to apply a slight sine wave movement to objects that float around the screen to make them a little more interesting. I would like to apply this to the objects so that they oscillate from side to side, not front to back (so the oscillation does not affect their forward velocity). After reading various threads and tutorials, I have come to the conclusion that I need to create and add vectors, but I simply cannot come up with a solution that works. This is where I'm at right now, in the object's update method (updated based on comments): Vector2 oldPosition = new Vector2(spritePos.X, spritePos.Y); //note: newPosition is initially set in the constructor to spritePos.x/y Vector2 direction = newPosition - oldPosition; Vector2 perpendicular = new Vector2(direction.Y, -direction.X); perpendicular.Normalize(); sinePosAng += 0.1f; perpendicular.X += 2.5f * (float)Math.Sin(sinePosAng); spritePos.X += velocity * (float)Math.Cos(radians); spritePos.Y += velocity * (float)Math.Sin(radians); spritePos += perpendicular; newPosition = spritePos;

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  • Loose typing not applied to objects

    - by TecBrat
    I have very little experience working with classes and object. I work in a loosely typed language, PHP. I was working with a SimpleXML object and ran into a problem where I was trying to do math with an element of that object like $results->ProductDetail->{'Net'.$i}; If I echoed that value, I'd get 0.53 but when I tried to do math with it, it was converted to 0 Is there a reason that a loosely typed language would not recognize that as a float and handle it as such? Why would "echo" handle it as a string but the math fail to convert it? Example: $xml='<?xml version="1.0" encoding="UTF-8" ?>'; $xml.='<Test> <Item> <Price>0.53</Price> </Item> </Test>'; $result=simplexml_load_string($xml); var_dump($result->Item->Price); echo '<br>'; echo $result->Item->Price; echo '<br>'; echo 1+$result->Item->Price; echo '<br>'; echo 1+(float)$result->Item->Price; Output: object(SimpleXMLElement)#4 (1) { [0]=> string(4) "0.53" } 0.53 1 1.53

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  • Jittery Movement, Uncontrollably Rotating + Front of Sprite?

    - by Vipar
    So I've been looking around to try and figure out how I make my sprite face my mouse. So far the sprite moves to where my mouse is by some vector math. Now I'd like it to rotate and face the mouse as it moves. From what I've found this calculation seems to be what keeps reappearing: Sprite Rotation = Atan2(Direction Vectors Y Position, Direction Vectors X Position) I express it like so: sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X); If I just go with the above, the sprite seems to jitter left and right ever so slightly but never rotate out of that position. Seeing as Atan2 returns the rotation in radians I found another piece of calculation to add to the above which turns it into degrees: sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X) * 180 / PI; Now the sprite rotates. Problem is that it spins uncontrollably the closer it comes to the mouse. One of the problems with the above calculation is that it assumes that +y goes up rather than down on the screen. As I recorded in these two videos, the first part is the slightly jittery movement (A lot more visible when not recording) and then with the added rotation: Jittery Movement So my questions are: How do I fix that weird Jittery movement when the sprite stands still? Some have suggested to make some kind of "snap" where I set the position of the sprite directly to the mouse position when it's really close. But no matter what I do the snapping is noticeable. How do I make the sprite stop spinning uncontrollably? Is it possible to simply define the front of the sprite and use that to make it "face" the right way?

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  • I need some career/education advice regarding computer science [on hold]

    - by user2521987
    So I'm a senior mathematics major this fall and I have only taken three CS classes (Java I, Java II, and C++). This summer, I am participating in a mathematics REU (Research Experience for Undergraduates), and I program in C++ about 8 hours a day...and I find that I absolutely love it. I love using programming to solve math problems in my research. I think I want to pursue a career in programming. I have a few options Stay at my university an extra 1-1.5 years (beyond the 4) and do a double major in Math/CS. This will put me in up to around 7-10k in debt (currently I have no debt and am scheduled to graduate debt free). Then apply to a masters in CS. Apply directly to a masters in CS from a math undergraduate degree. I don't like this idea because I likely won't get into a good program or funded with such little background. Go to graduate school, funded, in applied mathematics and try to further my knowledge in computer science while there. Then apply to a masters in CS. I'm not sure if 1 or 3 would be better. My end goal would be to go to a top 20-30 CS graduate program and to get a cool, good job. What would you recommend?

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  • Creating an update method in a different class

    - by Sweta Dwivedi
    I have created a class called 3D model which will animate my 3D model by changing the model position according to the values based in a .txt file through a list... Since i'm using a foreach loop to read the point values when it reaches the end of the file.. XNA throws an out of bounds exception .. (which is obvious) but if i add the same code in my Game.cs update(gameTime) method.. then i dont have this problem..Any idea how to make my 3D model update work same as the update in game.cs .. Here is the code for some idea: public void patterns(GameTime gameTime) { motion_z = new List<Point3D>(); if (pattern == 1) { f = "E:/Motion_Track-output/Output1.txt"; } if (pattern == 2) { f = "E:/Motion_Track-output/cruse.txt"; } // TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; //Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int)Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int)Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); int z = (int)Math.Floor(((float.Parse(temp[2]) / 4 * 20000))); motion_z.Add(new Point3D(x, y, z)); } modelPosition.X = (float)(motion_z[i].X); modelPosition.Y = (float)(motion_z[i].Y); modelPosition.Z = (float)(motion_z[i].Z); i++; } //Console.WriteLine("modelposX:" + modelPosition.X + "," + "motionzX:" + motion_z[i].X); }

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