Search Results

Search found 3518 results on 141 pages for 'smooth operator'.

Page 64/141 | < Previous Page | 60 61 62 63 64 65 66 67 68 69 70 71  | Next Page >

  • The New My Oracle Support User Interface (HTML-based)

    - by user793553
    A single source for learning about the latest enhancements to the My Oracle Support User Interface... On January 27, 2012, we launched a new My Oracle Support HTML-based user interface (UI). The new user interface is built using Oracle’s Application Development Framework and is our first step towards providing a single online support portal for our customers and partners; one that all users will transition to in the coming months. Further enhancements to the HTML-based user interface are planned for April 13, 2012. We will transition users of the standard Flash-based interface in the coming months. To help facilitate a smooth transition, we invite you to preview and begin using the new My Oracle Support interface by going to supporthtml.oracle.com and sign in using your Single Sign-on username and password For full information regarding functionality, supported browsers and links to quick and easy videos on how to navigate the new UI, please check out Doc ID 1385682.1 

    Read the article

  • How can I make KDE faster in Ubuntu 12.04. It's very slow

    - by Rizwan Rifan
    I installed the kubuntu-desktop package in Ubuntu 12.04 LTS, but the problem is KDE responses very slowly. If I click on an application's icon to run it, it appears after 10 seconds and sometimes does not appear at all. It hangs all the time. The cursor is almost impossible to follow because of the lag. I have read on the Internet that Unity uses more memory and CPU than KDE. But on my PC Unity runs smoothly and KDE does not. So what should I do to make KDE as fast, responsive and smooth as Unity? My specifications are as follows: RAM: 1.5 GB (DDR2) Processor: 3 GHz Dual Core Graphics Card: Intel HD graphics with 256 MB memory.

    Read the article

  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

    Read the article

  • How to make natural-looking paths with A* on a grid?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

    Read the article

  • Deforming surfaces

    - by Constantin
    I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far. Regardless of the shape from the surface (planes, cubes, spheres…), I want to have small indentations at the positions from game-entitys (players, enemys, objects…). It's kind of complicated to explain, so I illustrated what I'm talking about (here is an example with an sphere): So, the surfaces should be able to deforming themselfs a little bit (to apear like an really soft bed or sofa). My surfaces need probably an high vertices count to get an smooth deforming, but my big problem is the math for calculating this deforming… I'm programming in C/C++ with OpenGL, but will be fine with any advices in the right direction. Any help would be highly appreciated,

    Read the article

  • How to tile multiple procedurally generated textures?

    - by Burhuc
    I'm trying to develop a procedural tile generator for a game, mostly for the ground tiles, instead of using "hand-drawn" tiles. To achieve this I'm using Perlin noise and a sine wave with multiple parameters, which already gives me pretty nice results. I don't want to generate 1 tile and repeat that one forever for one ground type, but I want to avoid recurrences, so I'm generating n different tiles. The problem I'm having now is that I want to tile the generated textures (smooth transitions). At the moment I have this: 4 256x256 textures. I thought a simple method would be to just add the positions of the different tiles to the noise generation algorithm, so that, when creating the 4 256x256 textures, it would behave like it would create a 512x512 texture, but that somehow didn't work as intented. So how can I tile those textures?

    Read the article

  • File manager (Nautilus) hangs or is ultra slow when listing contents of ssh/sftp server

    - by NahsiN
    I used to use File -- Connect to server to connect to my remote ssh a lot before 12.04/11.10. But now in a fresh install of 12.04, whenever I try to access the remote files, nautilus either always hangs or is ultra slow (5 mins) in listing the directory contents. Most of the time I have to force quit or xkill. Mounting using SSHFS works fine. The ssh server is fast and it works fine via putty, mc (using fish) and normal terminal. I also installed nautilus in Lubuntu 12.04 (virtualbox) and to my surprise, browsing is fast and smooth. Both versions of nautilus are at 3.4.2 thus I am led to believe the problem might be lying somewhere in Ubuntu 12.04. But I am clueless. All suggestions welcome. I really need to solve this problem.

    Read the article

  • Truecrypted Windows 7 missing in Grub2 after upgrade

    - by user287545
    I have an encrypted dual boot Windows 7/Ubuntu System and upgraded my Ubuntu today. Everything went smooth but my Windows is not shown in the Grub2-List anymore. Starting up I have the Truecrypt Bootloader and after entering the Password I get to Grub (now Grub2). There my Windows 7 entry is missing now. Here is my report: http://paste.ubuntu.com/7569182/ Updating Grub did nothing to it. My guess is that within Ubuntu it does not recognize my Windows Installation on sda1 anymore. I can't mount it aswell. I can only mount it via Truecrypt itself. I think I might have to manually insert the menu item for Windows into that Grub config file. I guess that after entering the password in the truecrypt bootloader it would be possible to start Windows if the item was there - just a guess though. Edit: I basically followed these steps to set up my system: Dual Booting Windows 7 with Ubuntu 12.04LTS with Truecrypt

    Read the article

  • Long running calculation on background thread

    - by SundayMonday
    In my Cocos2D game for iOS I have a relatively long running calculation that happens at a fairly regular interval (every 1-2 seconds). I'd like to run the calculation on a background thread so the main thread can keep the animation smooth. The calculation is done on a grid. Average grid size is about 100x100 where each cell stores an integer. Should I copy this grid when I pass it to the background thread? Or can I pass a reference and just make sure I don't write to the grid from the main thread before the background thread is done? Copying seems a bit wasteful but passing a reference seems risky. So I thought I'd ask.

    Read the article

  • Ubuntu hangs frequently

    - by nishan
    I have an Athlon x2 7750, 2GB RAM and I installed Ubuntu 12.04 LTS on 8Gb moser baer pen drive. Software I installed are: apache2, php5, mysql-server, mysql-workbench, komodo-edit, anjuta. I also wanted gimp but I stopped. Problem is Ubuntu stops responding after 3-4 minute and start responding again for 3-4 minutes. and this continues. I'm use Windows 7 and do not know much about Linux, I wanted to install it on my hard disk. Can community help me on how to get smooth Ubuntu???

    Read the article

  • Cocos2d: carom like game

    - by Raj
    Now I am working on carrom like game using cocos2d+Box2d. I set world gravity(0,0), want gravity in z - axis. I set following value for coin striker body: Coin body: density = 20.0f; friction = 0.4f; restitution = 0.6f; Shape Circle with radius - 15/PTM_RATIO Striker body: density = 25.0f; friction = 0.6f; restitution = 0.3f; Shape Circle with radius - 15/PTM_RATIO Output is not smooth, when I apply ApplyLinearImpulse(force,position); Coin movement looks like floating in air....takes too much time to stop... Which value of coin and striker makes it look like real carom?

    Read the article

  • ASUS X53S Intel Graphics and Unity 3D

    - by Nordlöw
    I just bought a ASUS X53S. Everything works flawlessly except that I can't run Unity 3D on it because NVIDIA Linux drivers currently doesn't support Optimus. So I'm stuck with the other integrated Intel Graphics Adapter. I'm already installed BumbleBee but it doesn't help with Unity 3D thing. Will the Xorg driver ever support OpenGL and especially GLX_texture_from_pixmap so that Unity 3D will work with it? The Intel driver is really snappy with Unity 2D and seems to support most other X acceleration features such as smooth scrolling.

    Read the article

  • Drawing map tiles for iPhone game

    - by user17778
    I'm working on a turn-based strategy game for the iPhone that has a hexagon-grid based map in it. I'm in the process of drawing up the actual tiles for the different landscapes (i.e. forest, grassland, etc.) and was wondering what program to draw the tile images in. I would assume Adobe Illustrator since a vector-based image may allow for smooth images even when the user is zoomed in really close. Is this right? Thanks!

    Read the article

  • Spherical harmonics lighting interpolation

    - by TravisG
    I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels store 2 bands of spherical harmonics coefficients (=4 coefficients), not RGBA intensity values. Can I just use hardware filtering like that (GL_LINEAR with and without mip mapping) without any considerations? In other terms: If I were to first convert the coefficients back to intensity representations, than manually interpolate between two intensities, would the resulting intensity be the same as if I interpolated between the coefficient vectors directly and then converted the interpolated result to intensities?

    Read the article

  • Simple moving object jitters every couple of seconds [on hold]

    - by Liam
    I'm trying to get smooth movement in my game, right now every couple of seconds the moving square jitters. I'm using C++ with SDL2. I made a very simple project to test different methods so all that's happening is a box moves across the screen. Here's a pastebin of the code http://pastebin.com/7YxxSw0D Here's a link to a dropbox folder containing the 'game' https://www.dropbox.com/sh/0ygntl140qv8iv0/AABVuuk6khArOJmdBi1OaFlua?dl=0 Any input would be greatly appreciated, and let me know if you need any more info. Thanks!

    Read the article

  • What WINE packages do I install in 12.04

    - by VedVals
    I have Ubuntu 12.04 64bit. I tried to install WINE in 11.10 but met with some difficulties because of which I removed it. I tried to install Assassin's Creed 1 but turned to be a catastrophe. Now I want to try again. However, I am confused as to which of these packages am I to install, avoiding crashes, clashes, system failures system damage and ensuring running smooth installation of games. I need help regarding compatibility and dependency. I viewed this answer and as per the update & want the latest developing branch.

    Read the article

  • Is there a formal name for gradually initiating software changes?

    - by g .
    At times when we develop new features or functionality, we gradually "turn it on" to ensure a smooth transition and minimal impact for users. Instead of one big sudden change, we are able to control with the configuration aspects of the functionality that make it more or less intrusive to the user. This is all done in the same release/version of the software, so no software development changes are required (unless bugs turn up that need to be fixed). For example, initially we may only perform logging or analysis of data without acting upon it. Or we make something optional for a period of time before it becomes compulsory. The idea is that this reduces the potential for problems either on the technical side as well as unexpected changes by the user. The question is, is there a formal name for this approach?

    Read the article

  • Vertex data split into separate buffers or one one structure?

    - by kiba2
    Is it better to have all vertex data in one structure like this: class MyVertex { int x,y,z; int u,v; int normalx, normaly, normalz; } Or to have each component (location, normal, texture coordinates) in separate arrays/buffers? To me it always seemed logical to keep the data grouped together in one structure because they'd always be the same for each instance of a shared vertex and that seems to be true for things like character models (ex: the normal should be an average of adjacent normals for smooth lighting). One instance where this doesn't seem to work is other kinds of meshes like say a cube where the texture coordinates for each may be the same but that causes them to be different where the vertices are shared. Does everybody normally keep them separate? Won't this make them less space efficient if there needs to be an instance of texture coordinates and normals for each triangle vertex (They won't be indexed)? Can OpenGL even handle this mixing of indexed (for location) vs non-indexed buffers in the same VBO?

    Read the article

  • Circular movement - eliminating speed ups near Y = 0

    - by Fibericon
    I have a basic algorithm to rotate an enemy around a 200 unit radius circle with center 0. This is how I'm achieving that: if (position.Y <= 0 && position.X > -200) { position.X -= 2; position.Y = 0 - (float)Math.Sqrt((200 * 200) - (position.X * position.X)); } else { position.X += 2; position.Y = (float)Math.Sqrt((200 * 200) - (position.X * position.X)); } It does work, and I've ensured that at no point does either X or Y equal NaN. However, when Y approaches 0, it seems to go significantly faster. This surprises me, because the Y values are locked to the X, which is being incremented by a steady amount. What can I do to smooth the speed?

    Read the article

  • Bitmap rotation jitter around pivot

    - by Manderin87
    I am working on a asteriods clone and I have the ship graphic loaded as a 96x96 bitmap. When the player rotates the ship I rotate the bitmap by degree (float). rotation function: if(m_Matrix == null) { m_Matrix = new Matrix(); } else { m_Matrix.reset(); } m_Matrix.setRotate(degree, m_BaseImage.getWidth() / 2, m_BaseImage.getHeight() / 2); m_RotatedImage = Bitmap.createBitmap(m_BaseImage, 0, 0, m_BaseImage.getWidth(), m_BaseImage.getHeight(), m_Matrix, true); draw function: m_Paint.setAntiAlias(true); m_Paint.setFilterBitmap(true); m_Paint.setDither(true); canvas.drawBitmap(m_RotatedImage, (int) posX - m_RotatedImage.getWidth() / 2, (int) posY - m_RotatedImage.getHeight() / 2, m_Paint); When the bitmap is drawn, the bitmap jitters slightly around the pivot. Can anyone fix or tell me why the bitmap is jittering around the pivot? It needs to be smooth.

    Read the article

  • Is there a formal name for gradually activating software changes?

    - by g .
    At times when we develop new features or functionality, we gradually "turn it on" to ensure a smooth transition and minimal impact for users. Instead of one big sudden change, we are able to control with the configuration aspects of the functionality that make it more or less intrusive to the user. This is all done in the same release/version of the software, so no software development changes are required (unless bugs turn up that need to be fixed). For example, initially we may only perform logging or analysis of data without acting upon it. Or we make something optional for a period of time before it becomes compulsory. The idea is that this reduces the potential for problems either on the technical side as well as unexpected changes by the user. The question is, is there a formal name for this approach?

    Read the article

  • Ubuntu 11.04 seem's like a laggy OS

    - by user772401
    I'm new to Linux/Ubuntu in general. I just dual booted the Ubuntu 11.04 w/Windows 7 on my Lenovo laptop - Intel i7 Quad Core 2Ghz, 4Gb ram, etc. etc... and for some reason Ubuntu is very laggy and slow. When I'm switching between programs (Chromium, folders, software center, etc..) it doesn't run as smooth as windows 7 (I have no more than 3 programs/windows up at a time...). I don't think it's my system requirements bkz Linux OSs are known to use low system resources. Could be a bad install or do people find it slow and laggy in general or is it my PC mfg type?? I installed it using Wubi - should I do a reinstall? I've already done all the recommended updates..

    Read the article

  • Advise on effectively re-entering CPP world [closed]

    - by Aadith
    I am getting back into C++ world after nearly a decade. Apparently, there has been a world of development. Would like to get the developer community's advice as to what would be a good approach to have a smooth take-off. To start with, I have done the following: Read up (very briefly) on C++ 11 standards Installed GCC 4.7 Wrote a Hello World program I am sure getting a decent book and reading through it would do. But I am looking for any strategic advise experts might have to share. Trying to leverage on past experience to have a short but effective initial learning span. What would be top few things I would have to look into?

    Read the article

  • How do you ensure consistent experience across multiple graphics cards (or even driver versions)?

    - by Grigory Javadyan
    So I was writing a simple 2D game with OpenGL and SDL and had this problem when there was awful tearing when running in windowed mode (even though I explicitly asked SDL_SetVideoMode to use double buffering). Didn't worry about it all too much because most of the time the game grabs the entire screen, windowed mode is just for debugging. Anyway, yesterday I updated my nVidia drivers and tearing disappeared, the game runs smooth and looks nice in windowed mode too. I can see how the problem may be in the graphics driver, but this leads to a question. Obviously, professional game developers have to deal with a lot of different hardware/software configurations. What are the techniques they use to make sure the game looks the roughly the same on different graphics cards or even the same model of graphics card, but with different driver versions?

    Read the article

  • camera movement along with model

    - by noddy
    I am making a game in which a cube travels along a maze with the motive of crossing the maze safely. I have two problems in this. The cube needs to have a smooth movement like it is traveling on a frictionless surface. So could someone help me achieve this. I need to have this done in a event callback function I need to move the camera along with the cube. So could someone advice me a good tutorial about camera positions along with an object?

    Read the article

< Previous Page | 60 61 62 63 64 65 66 67 68 69 70 71  | Next Page >